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AUGUST 1984 



THE MAGAZINE FOR ATARI 8 COMPUTER OWNERS 



COMPUTING 



ATARI PRINTER 
UTILITIES! 



PROSET 
MATT * EDIT 
GRAPH E's 



THE FERGEE 
FILE PRINTER 

THE ANALOG 
CARD FILE 



. . . and two 
super games! 

• AVALANCHE 

• SPY PLANE 




I4|0I I 



I I I l 5 1 1 




~l3lS-.1 



, , . 



1 t 



' ] • L.l..'. FT! 




Advanced spreadsheet 

SynCalc™ 



Database management 

SynFile+™ 



Graphing and statistics 

SynTrend" 



Now your Atari computer 
gets down to 
business. 



If you're a serious home 
manager, a student, or run a 
small business at home, now 
you can get sophisticated, inte- 
grated software for your ATARI 
computer with the same fea- 
tures as the more expensive 
IBM and Apple packages. 

SynCalc 

makes a spreadsheet 

more manageable. 

First, there's SynCalc, the most 
advanced spreadsheet pro- 
gram ever created for ATARI 
Home Computers. Not only 
does SynCalc help you get all 
your numbers down easily it 
also comes with a sorting fea- 
ture, and the ability to label 
and name your formulas like 
"beginning inventory + goods 
purchased -goods sold = in- 
ventory on hand," as well as 
standard entries. And SynCalc 
also comes with "expert" com- c * 
mands, to use once you've be- 
come more familiar with its 
procedures. Plus many other 



features found in the more ex- 
pensive programs. 

SynFlle+ keeps Information 
more organized. 

SynFile+ can function as 
your database, your filing sys- 
tem. With SynFile + , you can 
reorganize and sort parts or 
whole files instantly Not only 
can you enter text, you can cal- 
culate and update data as 
well. And files from both Syn- 
Calc and SynFile+ can also be 
used by the ATARI word proc- 
essor, AtariWriter,™ for uses such 
as mail merge. 

SynTrend gives you 

a more graphic way 

to look at data. 

Next, there's SynTrend, which 
can be the graphing and statis- 
tical arm of your operation. 
SynTrend allows you to vis- 
ualize your data from SynCalc 
or SynFile+ with either bar 
graphs, pie charts, line graphs 
or scatter plots. To do statistical 
analysis, you can quickly calcu- 



CIRCLE #101 ON READER SERVICE CARD 



late means and variances, 
standard deviations, or even 
linear and multiple regres- 
sions. It's pretty easy to under- 
stand, eh? And also pretty easy 
to operate because all three 
programs come replete with 
easy-to-understand "pop-up" 
menus, to take you through 
their paces step by step. And 
remember, all three programs 
can share data, which helps you 
get the job done even faster. 

So get down to business with 
SynCalc, SynFile+, SynTrend, 
developed exclusively for 
ATARI by Synapse. And see for 
yourself why the cost of taking 
care of business doesn't have to 
put you out of it. 

SynCalc, SynFile + . SynTrend are trademarks ol 
Synapse Software. Synapse is a registered trademark of 
Synapse Software Corporation. IBM and Apple are re- 
spective trademarks of International Business Machines 
Corp., and Apple Computer. 



A 



DISCOVER 

WHAT YOU AND 

ATARI 

CAN DO. 

Ci 1984 Alari Inc AU Rights Reserved ©A Warner Communications Company 



AUGUST 1984 



THE MAGAZINE FOR ATARI" COMPUTER OWNERS 




COMPUTING 



FEATURES 

The Atari 7800 Arthur Leyenberger 8 

Proset Richard J. Browne 13 

Selecting Your Perfect Printer Steve Panak 21 

Touch-Tone® Dialer Update Tom Hudson 28 

Avalanche Tommy Bennett 35 

Matt* Edit Matthew J.W. Ratcliff 51 

Graph E's Robert E. Miller 59 

Spy Plane Mark Comeau 75 

The ANALOG Card File David Plotkin 83 

The ANALOG 

Atari Printer Survey Mike DesChenes 87 

The Fergee File Printer John C. Ferguson 95 

REVIEWS 

Jungle Hunt (Atari, Inc.) Ray Berube 12 

Spelling Checker Programs Arthur Leyenberger 25 

Cut & Paste (Electronic Arts) Arthur Leyenberger 71 

COLUMNS 

Reader Comment 6 

New Products Lee Pappas 11 

Griffin's Lair Braden Griffin, M.D 15 

D:CHECK/C:CHECK 27 

Boot Camp Tom Hudson 90 

Index to Advertisers 104 



O O 3 ^ O Q 








ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611. Second-class postage paid ar Worcester, MA and additional mailing offices. 



m& 



e 



We just made 

owning an Atari computer 

a lot more logical. 




PROTB< I UNil ID 'i'Ai.1- i ,u«>ti in |.,:jr, 



Introducing the Rana 1000 disk drive. Its a whole new game for Atari computers. 




This two digit LED readout 
displays a code that tells you 
everything you need to know. 



This beeping button tells you 
your write protect feature is 
keeping your information safe. 



When Rana Systems introduced the Elite 
Series of Apple® compatible disk drives, we didn't 
know what a tremendous impact they would make. 
It turned out to be a line so outstanding in perfor- 
mance, styling, capacity, and price, that it instan- 
taneously made us a major force in the market. 
Well, needless to say, the response was so great 
that we were forced to create the same highly ad- 
vanced disk drive for Atari® A disk drive that when 
coupled with Atari's computer, could perform 
everything from accounting, financial planning, 
and stock charting, to word processing, business 
management, and letting you write your own pro- 
grams. Plus, we made it simple enough for a child 
to use, for learning anything from the alphabet to 
a foreign language. 

Working with a diskette 
versus playing with a cassette. 

Let's face it. The only reason Atari made a 
cassette option to their computer was to make it 
affordable. But now you don't have to settle for less. 
Because now you can get a diskette for your Atari 
computer which outperforms their cassette and 
costs V3 less than their disk drive. With Atari's cas- 
sette you only get half the functions of a com- 
puter compared to what our floppy disk can give 
you. Their cassette is not only limited in the soft- 
ware available, but it also takes 20 times longer to 
get the information you need. And Rana's disk 



The remaining buttons beep 
when touched, and provide 
readouts on density storage, 
error status, and drive number. 



This button beeps when you 
touch it, and the LED readout 
tells you what track you're on. 



drive offers twice the storage capacity of either 
their cassette or disk drive. 

Why even stylewise our new low profile design 
not only looks 100 times more spectacular, but it 
occupies 3 times less space. And our new Rana 
1000 also gives you a piece of its mind every time 
you use it, because our disk drive gives you informa- 
tion as well as takes it. And we think that says a lot. 

The disk drive 
that has all the answers. 

Rana offers you a myriad of features Atari 
couldn't even conceive of. Like five electronic func- 
tions on the front panel that actually beep and give 
you a LED readout when touched. Our disk drive 
tells you what track you're on, and what density 
and how much information you're storing. It lets 
you switch from a single density of 90,000 letters to 
a double density of 180,000 letters, on a single 
diskette. And, we have a write protect feature which 
protects your diskette from being erased. In fact, 
no other disk drive can offer you that. 

As you can see, it was easy to build a disk 
drive superior to Atari's. Because for every reason 
you buy a disk drive, Rana has superior technology. 

The Rana 1000 disk drive. It brings your Atari 
computer to a higher level of sophistication for a 
price one third lower than Atari's. So your choice 
shouldn't even be a matter of logic. 

Just common sense. 



RanaSystems 



Always a step ahead. 




21300 Superior Street, Chatsworth, CA 91311 213-709-5484. For dealer information call 
toll free: 1-800-421-2207. In California only call: 1-800-262-1221. Source Number: TCT-654 



D Apple is a registered trademark of Apple Computer, Inc. ©Atari is a registered trademark of Atari, Inc., a Warner Communications Company. 

CIRCLE #102 ON READER SERVICE CARD 



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With^ 1 • "woe fflultHuu-- 




ANALOG STAFF 

Editors/Publishers 

MICHAEL DESCHENES 
LEE H. PAPPAS 

Managing Editor 
JON A. BELL 

Production Editor 

DIANE L. GAW 

Contributing Editors 
JOEL GLUCK 
BRADEN GRIFFIN, M.D. 
TONY MESSINA 

Art Director 

BOB DESI 



For subscription information 

and service 

call toll-free: 

1-800-345-8112 

in Pennsylvania call 
1-800-662-2444 



Contributing Artist 
LINDA RICE 

Technical Division 
CHARLES BACHAND 
TOM HUDSON 
KYLE PEACOCK 

Advertising Manager 

MICHAEL DESCHENES 

Distribution 

PATRICK J. KELLEY 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

TOMMY BENNETT 
RICHARD J. BROWNE 
MARK COMEAU 
JOHN C FERGUSON 
ARTHUR LEYENBERGER 
ROBERT E. MILLER 
STEVE PANAK 
DAVID PLOTKIN 
MATTHEW JW. RATCLIFF 



ANALOG Magazine 
Corp. is in no way 
affiliated with Atari. 
Atari is a trademark of 
Atari, Inc. 



ADVERTISING SALES 




ANALOG Computing 

Hume Office 
Michael DesChenes 
National Advertising 
(617)892-9230 



Gerald F. Sweeney & Associates 

P.O. Box 662 

New York, NY 10113 

(212)242-3540 



Address all advertising materials to: 

Michael DesChenes — Advertising Production 

ANALOG Computing 

565 Main Street, Cherry Valley, MA 01611 



ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year 
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611, Tel. (617) 
892-3488. Second-class postage paid at Worcester, MA and additional mailing offices. 
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615 , 
Holmes, PA 19043. No portion of this magazine may be reproduced in any form 
without written permission of the publisher. Program listings should be provided in 
printed form. Articles should be furnished as typed copy in upper and lower case with 
double spacing. By submitting articles to ANALOG COMPUTING, authors 
acknowledge that such materials, upon acceptance for publication, become the exclu- 
sive property of ANALOG. If not accepted for publication, the articles and/or 
programs will remain the property of the author. If submissions are to be returned, 
please supply self- addressed, stamped envelope. U.S.A. Newstand distribution by 
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011. 
Contents copyright © 1984 ANALOG Magazine Corp. 



ANALOG COMPUTING 




In your issue 19, page 46 Bul- 
letin Board Systems article, for 
P.A.C.E. (Pittsburgh Atari Com- 
puter Enthusiasts), you have the 
wrong BBS phone number. The 
correct number is (412) 754-0800. 
We've had this number for at least 
one year. It was great to see our 
club in your listing of BBSs! 

Sincerely, 

Evan Chapkis. 

Our apologies, Evan — and those 
of you who tried to call the incorrect 
number we had listed. So. . .don't 
call P.A.C.E. at (412) 655-2652! It's 
(412) 754-0800. 

We also have been informed that 
the number we gave for the Jersey 
Atari Computer Group (issue 19, 
page 47) was really Earthrise Com- 
puters (a store, not a BBS). To date, 
we have not received a number for 
that Jersey group, but please don't call 
Earthrise expecting to find a BBS. 

-Ed. 

BBS moves. 

I would like to take this oppor- 
tunity to thank you for publishing 
my BBS in your article. The BBS 
and I have moved recently, and 
the new telephone number is: 
(703) 550-8119. The Best Little 
BBS is restricted to adults only 
but does support any and all types 
of computers. 

A forwarding telephone number 
was not given to the telephone 
company, to help enforce the 
adults-only policy. Alternatively, I 
had left broadcast messages to all 
my users to inform them of the 
new telephone number. 

Sincerely, 

Monica, the Sysopette 

Alexandria, VA 

Sysopette? Sysoptrix? Sysopenova? 

-Ed. 



800XL memory test problems. 

Upon unpacking my new 800XL 
and setting it up, I proceeded to 
run the built-in memory test. To 
my dismay, one of the RAM 
blocks turned red, which supposed- 
ly indicates a problem. This was, 
however, the only time this hap- 
pened. I periodically run the test, 
and all RAM displays normal. I 
have had no problems with the 
unit, and entering ?FRE(0) returns 
37,902 bytes free — which is nor- 
mal. What happened? The owner's 
manual states that, when per- 
forming the memory test, 48 
RAM blocks should appear. It 
even shows a drawing of what 
the screen should look like. My 




D 



TECHNOLOGIES 

COMPUTER PERIPHERALS 

introduces... 

Parallel 

Printer 

lnterface...$59. 95 

•WORKS WITH ALL ATARI™ COMPUTERS 

•WORKS WITH ALL CENTRONICS COM- 
PATIBLE PRINTERS AND TYPEWRITERS 

•FULL 8-BIT GRAPHICS CAPABILITIES 

•REQUIRES ONLY ONE JOYSTICK PORT 

•WORKS WITH ALL SOFTWARE THAT USE 
DOS II. INCLUDING THE ATARIWRITER™ 
WORD PROCESSOR 

•PRINTER DRIVER IS RESIDENT IN DOS SO 
NO ROM SWAP IS NEEDED 

•COMPLETE WITH 5 FEET OF CABLE. 
DETAILED INSTRUCTION MANUAL, COL- 
OR COORDINATED PACKAGE AND THE 
PRINTER HANDLER SOFTWARE ON A DISK 

For ordering or information, Call or write: 

PS TECHNOLOGIES 

P.O. BOX 1335, PALATINE, IL 60078 
(312} 359-8288 (24 HOURS) 

Shipping and handling add $3 00 VISA. MASTER- 
CARD M0 ACCEPTED COD add $2.00 
Illinois residents add 7% sales lax 



CIRCLE #104 ON READER SERVICE CARD 



unit, as well as all the others I've 
tested, shows only 40 blocks. I'm 
confused! 

Lastly. . .Why is it that, when 
I have a DOS3 formatted disk- 
ette (with FMS.DYS) in my. 1050 
drive and enter the DOS com- 
mand, the built-in function test 
runs? Shouldn't I get the DOS 
menu after booting? 

Sincerely, 

Sandro V. Cuccia 

Wilmington, DE 

Don't know what caused that ini- 
tial bad memory block to appear, but 
— as you say — it seems to have 
cleared up. . .Very strange! 

I do know why your computer 



XBASIC 

MACHINE LANGUAGE POWER FROM BASIC 
XBASIC is a less than 3K machine language 
enhancement to ATARI® BASIC which provides 
30 new functions supporting string and integer 
arrays, PM graphics, special ANTIC modes, 
vertical blank sound, fast 1/0 and memory 
functions. 

Compare MICROSOFT BASIC® or BASIC XL® 
with XBASIC's features: 

• Retains ATARI® BASIC'S syntax error 
checking 

• Completely compatible with ATARI® BASIC 

• Application programs do not require user 
ownership 

• No license fee for applications 

• Loaded with BASIC source— no separate 
loading 

• Completely supports the tape user 

• PRICE: TAPE OR DISK $29.95 

Average customer rating 9 out of 10 
Isn't it worth $29.95 to save hours or weeks 
writing your next program? 

SUPERware 

Order 2028 Kingshouse Rd. Dealer 

Now! Silver Spring, MD 20904 Inquiries 

(301) 236-4459 Invited 

Phone orders: 2-10 PM, EST, M-F 

MC, VISA, AMX, Check, M.0. accepted 

Include $2 shipping, MD residents add 5% tax. 

Write SUPERware for your FREE copy of BASIC 

MAGIC I - programming tricks for the ATARI. 



CIRCLE #105 ON READER SERVICE CARD 



THE MOST ADVANCED 
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AVAILABLE FOR YOUR 
ATARI COMPUTER 



ALL OF THIS IN A CARTRIDGE 

■Programs 2716, 2732, 2732A, 2764, 27128, 2532 EPROMS, plus 52B13 

EEPROM. 
■Contains a 4K ROM - no disk is required. This firmware is "User friendly" for 

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■Run mode: Under program control up to 8KEPROM/2K EEPROM can be run as a 

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■Talks to disk drive, cassette and printer or can be stand-alone. 
■Machine language monitor with: memory display and print (hex and ASCII), 

change, block move and run-from-address. 

PROBURNER $125 

CUSTOMIZE YOUR ATARI 800 OPERATING SYSTEM With the OS Board. It 

replaces the two OS ROMs with a 2764 EPROM and fits neatly in the 1 0K ROM 

module. 

OS Board (less EPROM) $1 9 

ADD 4K OF EPROM MEMORY TO YOUR ATARI 800 With the C Board. 

Occupies the unused COOO-CFFF space. Fits neatly in the 10K ROM module. 

C Board (less EPROM) $24 



Add $2.50 for shipping. 

Send check or money order to: THOMPSON ELECTRONICS 

1074 Kensington Ave., Suite 188, Buffalo, NY 14215 
Atari Is a trademark ol Atari, Inc. Canada: 7 Jackes Ave., Suite 301, Toronto, Ontario, M4T 1 E3 (416) 960-1089 




CIRCLE #140 ON READER SERVICE CARD 



only shows 40 blocks, though. The 
800XL has BASIC built into it. 
This BASIC uses up 8K of memory 
space, and, when the computer is 
first powered up, it thinks it has only 
40K of contiguous RAM. You can 
disable BASIC by turning on your 
machine while holding down the 
OPTION key on the side. It should 
now jump directly into the self test 
routine, and a memory test now will 
show 48K of memory. 
As for your DOS3 problem, I'm 



afraid that we have had very little 
experience with it. The situation 
that you describe sounds as if the 
DOS did not, in fact, boot up from 
the disk. . . because, if you type DOS 
on an XL computer that is not con' 
nected to a disk drive, it will go into 
the self test routine instead. 

I hope that this has been of some 
help to you. Please feel free to con' 
tact us again if you encounter any 
further problems. 

-CB 



WE'RE PLAYING 
YOUR SONG 




With Music Player your programs can play all of those songs 
you've created with Atari's Music Composer™ cartridge. 
Music Player is the easy-to-use solution for adding enter- 
taining music to any program. 

Music Player operates independently of your program, and 
you can use it with BASIC, Assembly, and most other 
languages. It requires only 16K of memory and a disk drive. 

Music Player comes complete with a demonstration program 
in BASIC and several songs. If you have been waiting for 
an easy way to add songs to your programs, your wait is 
over. Music Player is here. 

Send 529.95 plus $1.00 for postage to: 

NEW HORIZONS Software 

P.O. Box 180253 
Austin. Texas 78718-0253 

Please write to us lor a description of all of our products for Atari Computers. 



New Horizons 

Expanding Your Life 

Dealer inquiries invited. Atari and Atari Music Composer are 
trademarks of Atari, Inc. 




Atari 
Computer 
Cartridge 
Printed 
Circuit Board 
for Prototypes 
and 
Production Runs 

■Accepts 2708 thru 27128 EPROM's 
■Even accepts 2 816 EEPROM! 
■Super-high quality: gold plated fingers 

and sockets 
■Configurable for a wide selection of 

PROM and EPROM 

$ 8.75 /Quantity 1-9 

HALCOIM 
COMPANY 

4286 Redwood Highway / Suite 254 
San Rafael, California 94903 
(415) 472-2685 

ATARI®is a registered trademark 
of ATARI, Inc. 



AT LAST! 

A nationwide public domain 
copy service ! Some of the best 
programs ever written for the 
Atari are in the Public Domain. 
But you would spend HOURS 
downloading by phone (if you 
have a modem), WEEKS waiting 
for a user-group Disk of the 
Month (if you are a club member), 
or a month between issues of your 
favorite Atari magazines, and still 
not find the quality, quantity, or 
selection that LolsaBytes 
provides on each disk. 

Our Master Library contains 
thousands of the latest and 
"classic" programs that we have 
gathered from user-group disk 
libraries, the most popular 
Bulletin Board Systems, and the 
public domain pages of your 
favorite Atari magazines. Only the 
finest are selected and copied 
with as many as 25 different 
programs per disk, and then made 
available to you at the 
unbelievable LOW PRICE OF 
JUST $7.95 each. 
•DISK #1 — 25 Game programs 
on two full disk sides. Selections 
include most of the latest and 
most desirable "arcade" quality 
games. $7.95 

•DISK #2 - 25 Utility programs. 
This useful assortment will help 
you to unleash the full power of 
your computer. $7.95 

• DISK #3 - 25 Advanced 
Musicsystem files on two full disk 
sides. Complete with a public 
domain Player program. Now you 
can listen to your Atari playing 
many of your favorite "top 40" and 
classics. $7.95 

** FREE BONUS ** 

With your order for any three (3) 
disks we will send you your 
choice of either: 

1. ATARI XL TRANSLATOR 
DISK that enables XL owners to 
use most 400/800 software - FflEE 

or 

2. An ail-different Advanced 
Musicsystem disk with the Player 
program - FREE ! 

LotsaBytes is pleased to also 
present a fine commercial 
program by special arrangements 
with Lee Actor, the author of the 
Award Winning Advanced 
Musicsystem. The all new, 
machine language, improved 
Advanced Musicsystem II 
Specify 16K cassette or 24K disk. 
Full instructions. Originally 
$29.95. LotsaBytes price only 
$14.95. 



FULL 100% replacement 
guarantee. Any disks found to be 
defective will be replaced free and 
we will also refund your return 
postage. 

All orders are shipped by Firs/ Class US 
Mail. Add ST. 50 per order shipping and 
handling. International add '5°o. U.S. funds 
only California residents add 6' Ac sales tax. 
Checks or Money Orders only Sorry, no 
COD Please allow two weeks lor persona! 
checks to clear. 

LotsaBytes 

15445 Ventura Blvd., Suite 10H 
Sherman Oaks, CA 91413 

Atari is Ihe registered trademark ol Alan. Inc 



CIRCLE #106 ON READER SERVICE CARD 



CIRCLE #107 ON READER SERVICE CARD 



CIRCLE #108 ON READER SERVICE CARD 



PAGE 8 



ANALOG COMPUTING 



ISSUE 21 




The Atari 




by Arthur Leyenberger 



Atari has been fairly quiet during the first four 
months of 1984. In January, at the Winter Consumer 
Electronics show in Las Vegas, Chairman of the Board 
and Chief Executive Officer James Morgan stated that 
Atari would no longer announce products before they 
were ready to be delivered. This would not only give 
the beleaguered company time to sort out their finan- 
cial and operational problems, but also would be the 
first step in making the company appear as a reliable 
and credible entertainment electronics company. 

During these intervening months, we have all 
watched Morgan's efforts to reduce overhead by manu- 
facturing products in Taiwan, laying off hundreds of 
both blue and white collar workers and eliminating 
unprofitable operations such as APX and Alan Kay's 
research division. Many of us have wondered whe- 
ther these were wise moves, playing Monday morn- 
ing quarterbacks with Atari's future. 

At the same time, the XL line of computers, pri- 
marily the 800XL, has quietly been selling well and 
has helped Atari regain a prominent position in the 
home computer market. In 1983, Atari hardware sales 
accounted for only four percent of the low end com- 
puter market. As of April, 1984, Atari now commands 



twenty -five percent of that market. The reports of 
Atari's death were premature. 

Aside from the 800XL computers selling better 
than even Atari's prediction and the availability of 
the Atari Touch Tablet, there was no news coming 
out of Sunnyvale. Then, in early May, Atari offi- 
cially announced the venture with Lucasfilm to 
produce state-of-the-art entertainment software for 
their computers and 5200 video game. The two 
games, Ballblazer and Rescue on Fractalus, have 
been well received by the press, but will not be 
available until July. As the approaching Summer 
Consumer Electronics Show loomed closer, rumors 
of 1450XLDs, expansion boxes and high end graph- 
ics computers began to circulate. 

When Atari announced that there would be a press 
conference on Monday, May 21 in New York City, 
expectations of both consumers and the industry rose 
— in anticipation of what fabulous piece of hardware 
would be announced. The result was the introduction 
of the $150 Atari 7800 ProSystem Video Game. 

The 7800 ProSystem is an advanced video game 
that boasts having the best color graphics of any 
computer or video game currently available. This is 



ISSUE 21 



ANALOG COMPUTING 



PAGE 9 



made possible by means of a custom designed semi- 
conductor chip that Atari produced in-house. The 
graphics chip was designed by video game program- 
mers and goes beyond the capabilities of the familiar 
ANTIC chip found in the computers. Not only does 
the 7800 offer better color and graphics than other 
systems, but the number of video objects that can 
appear on the screen at one time has been increased 
to 100. Also, the size and the shape of the objects 
that appear on the screen can be manipulated more, 
and the color is more saturated. 

The 7800 is styled much like the 5200 but smaller. 
Two totally redesigned joysticks come with the system. 
The controllers, smaller and narrower than earlier 
models, have a self-centering stick and fire buttons 
located on either side, to accommodate both left- 
and right-handed players. These ProLine controllers 
will also work with 



and 3-D Asteroids. Initially, a Pole Position II car- 
tridge will be packed with every system, but, after 
September, the game will be built into the 7800. 
There will also be a high-score cartridge that will pro- 
vide players with the ability to record, update and 
review the top six scores in up to 65 ProSystem games. 

All of the games except the Lucasfilm titles were 
shown at the press conference, and most lived up to 
the boast of having the best graphics of any current 
computer or video game on the market. Five minutes 
or less is usually not enough time to judge the qual- 
ity and playability of a video game, but, in this brief 
time, Desert Falcon, Pole Position II, Robotron 
2084 and Centipede all showed themselves to be ex- 
cellent games, both in terms of graphics and play- 
ability. 

Technically, the 7800 ProSystem appears to be a 



Pole Position II 



on the new 7800 



ProSystem, featuring 

enhanced graphics 

ad added 



other Atari products. 
In addition to playing 
advanced video game 
cartridges made just for 
it, the 7800 will also play 
(without an adapter) the 
nearly 400 titles already 
designed for the 2600 VCS 
game. Moreover, there will 
be a special adapter for the 
5200 system that will allow it 
to play the 7800 and 2600 game 
cartridges. 

Two other features make the 
7800 an interesting piece of hard- 
ware. One is the expansion inter- 
face which will allow "future video 
game technologies" to be used with the system. Atari 
would not be specific as to what "future technologies" 
really means. However, the other feature is more un- 
derstandable. By means of an optional full-stroke 
keyboard, the 7800 may be turned into an "introduc- 
tory" home computer. A maximum of 20K of memory 
and full compatibility with all current Atari computer 
peripherals (via a serial I/O connector) rounds out 
the system. However, existing computer software will 
not run on the 7800. The keyboard is expected to 
retail for less than $100, and it — together with soft- 
ware — is to become available during the fourth 
quarter of 1984. 

There will be thirteen games for the 7800 when 
it becomes available in July. These games will retail 
for about $30 and will fall into three categories. In 
the "exciting originals" category are the two Lucasfilm 
games mentioned previously and Desert Falcon (a 
diagonal-scrolling shoot-'em-up). The "exclusive ar- 
cade hits" group consists of Pole Position II, Food 
Fight, Galaga, Xevious and Ms. Pac-Man. Finally, 
the "arcade classics with enhanced graphics" titles 
include Robotron 2084, Dig Dug, Joust, Centipede 











quality state-of-the-art video game machine. But 
there are some tough questions that need to be 
asked, and finding the answers may help in under- 
standing Atari's future direction, and their success. 

Is a new video game machine what consumers want 
right now? Atari thinks so. They believe that the 
video game business is very much alive and is just 
like any other consumer entertainment business, such 
as the record or movie industry. Business cycles and 
creativity fluctuate in a cyclical fashion. The introduc- 
tion of the Atari 7800 is not just a marketing whim 
but, rather, is part of a "well-planned strategy" of a 
series of new products that extends through the end 
of 1985. Atari cites that, during the first four months 
of 1984, 20 million game cartridges were sold — and 
over half were purchased at full retail. 

Atari commissioned a market research study to find 
out what consumers want and what they would pay 
for in a video game system. They found that game- 
playing consumers want outstanding software, mean- 
ing a wide variety of game cartridges and arcade - 
quality graphics. Consumers also want to have the 

(continued on next page)- 



PAGE 10 



ANALOG COMPUTING 



ISSUE 21 



capability to expand to future "game technologies" 
as they become available. Of the people who were 
shown the 7800 system, approximately forty percent 
said they would buy it. In addition, Atari expects that 
about half of the 7800 purchasers will be 2600 owners 
trading up. 

Necessity's child. 

Does Atari need the 7800 right now? Yes. Atari, 
by their own account, says they now have about 
seventy -five percent of the video game market. . .and 
they realize that their share would slip if they were 
to sit back and do nothing. The 5200 is no longer 
in production, and the VCS is old technology. 
Therefore, Atari needs a new product to remain in 
the video game business — and they are betting heavi- 
ly on the 7800. 

Will the Atari 7800 ProSystem be successful? I 
think so. There are almost 15 million 2600 game 
machines and 90 million VCS-type cartridges. That 
is a huge base of users. Atari wisely made the 7800 
system compatible with the 2600 cartridges and, 
therefore, will reap the benefits of VCS owners trading 
up for a late -model, sophisticated game -player. The 
7800 is the game machine that should have been in- 
troduced instead of the 5200. James Morgan has clear- 
ly stated that Atari wants to be in the entertainment, 
education and leisure-time activity business, and he 
believes that maximizing profits and minizing risks 
will help achieve Atari's goals. 

Will the 7800 system compete with the XL line 
of computers? Atari believes that there are two viable 
markets: home computers and video games. Supply- 
ing both hardware and software to these markets is 
what Atari wants to do — and will do, according to 
Morgan. It is true that the 600XL computer is not 
selling very well. Given an almost identical price, it 
would seem that there would be competition between 
the 7800s and the XLs. But Atari maintains that there 
are two distinct markets, and that one does not in- 
fluence the other. Regardless of what Morgan says, 
it would not be surprising to find the 600XL com- 
puter discontinued by the end of the year, and the 
7800/keyboard computer becoming Atari's entry at 
that level. So, in a way, the 7800 may drive the 600XL 
off the market. 

Marketing the 7800. 
The "introductory computer," as Atari calls it, does 
not seem to be a strong aspect of the 7800 system. 
As Morgan stated, "the keyboard is not a major part 
of the Atari line. It is there for those people who want 
it. But it is important to make sure the consumer 
understands that, with the addition of the keyboard, 
they are not getting a full -powered computer." Atari 
and others have announced keyboard add-ons before, 
and few have been able to deliver. Even if Atari can 
deliver the keyboard at $100, with the $150 for the 
7800 itself, the amount spent is close enough to war- 



rant the buyer getting an 800XL. If there really are 
two separate markets, then the keyboard computer 
may be successful. Most of the industry, though, feels 
that there is only one computer/video game market- 
place, and, if that holds true, Atari's 7800 will not 
succeed. 

Deliverability? 
A final concern relates to Atari's stated intention 
not to announce products unless they can be 
delivered. The 7800 will not ship until July, mean- 
ing that it will be August before we see it in the stores. 
The keyboard and 5200 adapter will not be available 
until the fourth quarter. We are talking about a range 
of two to six months for product availability. That 
hardly seems to fit in with the stated policy and will 
not improve the consumer's perception of Atari's 
integrity. 

And so. . . 

To summarize, I see the announcement of the 7800 
ProSystem as a positive step for Atari. If it can help 
to regain the video game market share that Atari has 
lost over the last couple of years, then Atari will be 
better off. If Atari is financially healthier, they can 
put more thought into the design of their computer 
products — which will mean new and better equip- 
ment for the Atari user. □ 



Bulletin Board 
Update 



Here is a brand new BBS that didn't make it 
into our listing in the telecommunications issue 
(ANALOG Computing no. 19). So pick up your 
phone, lock down your modem and start dialing! 

Atari the Great 

Victoria, Texas 
(512) 578-8033 

AMIS/Atari only 
300/1200 Baud operation 
24 hours per day 

• XMODEM software is preferred for accurate 
file transfer. 

• No time limit per call at present. 



CIRCLE #109 ON READER SERVICE CARD 



ANALOG COMPUTING 




by Lee Pappas 



CHICAGO, IL - "June 3, 1984 - The day the 
future began" was Atari's buzzword at an exclusive 
press conference held on that date in the Westin 
Hotel. Hosted by Bruce Entin, Atari PR, the press 
was pummeled with Atari -facts as to why the com- 
pany was on the turn-around. Foremost is their new 
7800 ProSystem (see our review, page 8). 

The latest computer (originally to be called the 
1450XLD, but as of this writing not officially chris- 
tened) sports a built-in 352K disk drive with a data 
transfer nearly five times that of the 810. The new 
machine also includes an internal modem and speech 
synthesizer, and bundled with it comes yet- 
undetermined software. The "Atari grapevine" will 
be an in -house database and Q&A service for those 
purchasing the new machine. 





r 


* 

H 
■ — _j 








» 


• 


^^HR^ "v-- 


_ 





MindLink System, state of the art for the state of your mind. 
A revolutionary new product that, together with special soft- 
ware, allows you to manipulate video objects on your Atari 
2600 Video Computer System or XL series home computer 
— without the use of conventional hand controllers. 



The new expansion box hooks up to the no-name 
machine or to the 600XL or 800XL, giving them 80 
columns, a real-time clock and 128K of RAM, along 
with future upgrades, perhaps to run MS-DOS or 
CPM. The Atari MindLink picks up impulses from 
your forehead (you wear it like a high-tech headband), 
giving you limited hands-off control of on-screen ob- 
jects or functions: i.e., playing Breakout without any 
hand controls. The Milestone series includes a let- 
ter and word tutor, as well as various other programs 



supporting the touch tablet and lightpen. Also in- 
cluded in the Milestones will be home health pro- 
grams, such as a tutorial on CPR. This series is touted 
as "one of a kind in excellence and quality. . .to bring 
back the magic." Second in the AtariLab is the 
LightLab, containing over 100 experiments. 




Learn science by doing it with AtariLab. AtariLab LightLab 
shown here comes complete with 16K plug-in program car- 
tridge, light sensor, calibrated light source, light stand, "Magic 
Litestick" and experimenter's guide. For children ages 4-12. 



The Futuremaker series is an effort by Atari to show 
how computers can be used to "enhance education." 
This Is Ground Control and Through the Star 
Bridge are two first steps in this direction, both 
teaching astronomy and physics. 

The recently-released Syn-Series developed by 
Synapse Software for Atari includes SynCalc, Syn- 
Trend and SynFile+ — all outstanding programs in- 
tegrated with Atari Writer. Yaacov Agam, the founder 
of kinetic art, has developed a program to assist in 
the interaction of creative technology and art using 
the computer. 

The Lucasfilm games, Rescue on Fractalus and 
Ballblazer, promise new fun on the computer with 
super-enhanced graphics. All of this seems to point 
to the fact that Atari does indeed continue their in- 
terest in the home computer line, with some new fuel 
added to the fire. And lastly, Alan Alda will continue 
as Atari's spokesperson, with some dynamite new TV 
commercials promoting the Atari computer line as 
the best (but we've known that all along). □ 



PAGE 12 



ANALOG COMPUTING 



ISSUE 21 



JUNGLE HUNT 
ATARI, INC. 
P.O. Box 427 
Sunnyvale, CA 94086 
16K Cartridge $44.95 



by Ray Berube 



Have you ever harbored a secret desire to be Tar- 
zan — to swing through the treetops, wrestle alligators, 
battle cannibals and rescue a damsel from a boiling 
supper pot? Well, Atari has finally put their arcade 
game Jungle Hunt on a cartridge. Now you can brave 
the dangers of a tropical rain forest in the comfort 
of your rec room. 

Jungle Hunt is just another version of Activision's 
Pitfall, and that's certainly not new to arcade gamers. 
Regardless, Jungle Hunt (though not as exciting 
or varied as Pitfall) is still fun for the novice 
player. Some arcade games are fascinating 
and addictive. The simplicity of play 
plus the game's ability to 
sustain its challenge have 
made them successful. 
It's what makes them 
so enduring in this 
world of instant fame 
followed by immedi- 
ate oblivion. Pac- 
Man, Star Raid- 
ers, Missile 
Command, Donkey 
Kong, Tempest and 
the various editions 
of Jungle Hunt have 
the fascination to en 
dure. Even if you're an old 
hand at these games, you 
won't be disappointed with re- 
peated playing of them, simply 
for the sake of nostalgia. 

For the uninitiated in arcade gaming, Jungle Hunt 
is a fine game through which to discover the thrills 
of video fun. Jungle Hunt has three levels of play: 
beginner, regular and advanced. It also has an option 
for two players, so you can share the fun. Its begin- 
ner level allows the newest of gamers the opportu- 
nity to develop playing skills. This level permits more 
"deaths" and a slightly slower pace, but the challenges 
are still tough enough for the novice. Once you're 
adept at the beginner's game, you can improve your 
score and timing before graduating to the next skill 
level. If you're new to this kind of fun, become a 
master of the beginner's level before moving on. 
(Warning: this kind of play can become addictive! 
My wife nearly forgot she was married when she 
started to get the hang of playing Jungle Hunt.) You'll 




really enjoy it and find yourself truly ready for the 
next level. 

The thrill of victory. 
Just what are Jungle Hunt's challenges? The dangers 
of the jungle are presented in a pleasant, horizontally- 
scrolling display. As an intrepid explorer, you must 
first swing through the treetops on vines, timing your 
eaps and racing against the clock to rescue a 
fair maiden. Your journey through the 
branches brings you to the 
edge of an alligator-in- 
fested river. Holding 
your breath, you 
dive deep into 
the raging cur- 
rent and swim 
for the opposite 
shore. While you 
swim, you en- 
counter hungry 
'gators and most 
murky muck. 
/ You have to 

keep surfacing 
for air and stab- 
ing at attacking 
alligators. The best 
strategy is to take a 
breath, dive under the 
'gator and stab up into his 
soft belly. Once the opposite shore 
is reached, you're nearly home free. 
Climbing out of the river, you jog up a hill while 
avoiding falling boulders of various sizes. Once past 
this obstacle, you will have to negotiate your way 
around hostile cannibals and time your leap onto the 
rope, now lowering your maiden into the boiling sup- 
per pot. If you leap too soon, you join her as an in- 
gredient in the stew. 

Civilized considerations. 

The price for this game is a little steep! Yet it seems 
that every arcade game that finds its way to the home 
is overpriced. Truly advanced arcade gamers will find 
Jungle Hunt fairly tame. If you're a master at the 
joystick, then this game probably isn't for you. If you're 
a newcomer or a parent buying a birthday surprise, 
and your neighborhood toy store has Jungle Hunt on 
sale, then you will probably get your money's worth. D 



ISSUE 21 



ANALOG COMPUTING 



PAGE 13 



Proset 



16K Cassette or Disk 



by Richard J. Browne 



Trying to remember Printer Control Codes lead me 
toward the creation of this program for the NEC 8023 , 
Prowriter 8510 and PMC DMP-85 printers (which are 
essentially the same machine). This listing, when run 
on an Atari 400, 600XL, 800 or 800XL, will program 
any of these printers for various font choices, margins, 
tabs and spacing. . .eliminating the need to search 
for the correct coding. 

The final push I needed to make up Proset came 
when I had to set "form length" to lengths other than 
66 or 72. As the three printer owner's manuals do 
not provide a form length setting program compati- 
ble with the Atari, I made several calls to Leading 
Edge, NEC and numerous computer stores, and visited 
two Atari computer clubs — all to no avail. Two weeks 
after my first call, I received a partial program from 
a technician at NEC. From that listing, Lines 850 
through 930 emerged. 

Program overview. 

Lines 40 - 260 form the first menu, which gives 
the user font characteristic choices, sets them and 
accesses the second menu. Lines 330 - 780, the sec- 
ond menu, define options and set form and line- 
spacing characteristics. Lines 270 - 300 and 790 - 820 
give the user the option of combining menu choices. 
Lines 840 - 930 set form length, while Lines 960 and 
970 reset the printer to its default settings. 

After selecting the perforation skip-over, the printer 
will list 60 lines on a page, skip over the fanfold paper 
perforation and continue printing. A form length of 
X can be set by changing the 60 in Line 860 to X 
and the 62 in Line 890 to X+2. 

When setting margins and tab stops, one should 
first set up the font size, since the settings will not 
change to coincide with font size changes. Note how 



many characters will be permitted on a printed line 
— and do not exceed these numbers when setting 
either the matgin or tabs. When entering these 
numbers, remember that they must be three digits 
long and (in the case of tabs) the numbers must be 
separated by commas. 

All settings will remain enabled until the printer 
is turned ofT, this program is rerun, the program's reset 
option is selected by the user, or changes are received 
from the Atari. □ 



BASIC Listing. 


REM 






1 REM 


PRINTER CONTROL, SET-UP FOR: 




2 REM 


NEC 8823 




3 REM 


PMC DMP-85 




4 REM 


PROWRITER 8516 




5 REM 






6 REM 


progran by 




7 REM 






8 REM 


RICHARD BROWNE MAR 84 




9 REM 






10 DIM 


AS CI J , CS C8i , MS C3) , PS C2J , TS f 13 


8) 


28 CS=CHRS(27) 


38 GOSUB 968 


48 P8KE 82,8:? "IS":? 


58 ? "M. PICA NQRMAL-ClOcpiV 


68 ? "►2. ELITEHl2cpi)" 


78 ? "►3. CONDENSED ►(17cpiJ" 


88 ? "U. PROPORTIONAL SPACING" 


90 ? "►5. DOUBLE WIDTH CHARACTERS" 


180 ? "►6. BOLD PRINT" 


110 ? "►7. UNDERLINED PRINT" 


120 ? "►8. DEFINE LINE SPACING" 


138 ? "►9. RESET PRINTER'S DEFAULTS" 


140 ? :? "►►8. TO END" 


158 ? 


STRAP 48:? "I^WHAT'S YOUR CHOIC 


E. 



.";:INPUT F 

160 IF F=l THEN LPRINT CS; CHRS C78) : GOT 

270 

170 IF F=2 THEN LPRINT CS; CHRS (693 : GOT 

278 . 

180 IF F=3 THEN LPRINT C$;CHR$ «8i> : GOT 

270 

190 IF F=4 THEN LPRINT CS; CHRS (883 :GOT 

270 



PAGE 14 



ANALOG COMPUTING 



ISSUE 21 



280 IF F=5 THEN LPRINT CHRS C 14) : GOTO 2 

70 

210 IF F=6 THEN LPRINT CS; CHRS (33) : GOT 

270 

220 IF F=7 THEN LPRINT C$; CHRS (881 : GOT 

270 

230 IF F=8 THEN 320 

240 IF F=9 THEN G05UB 960 

250 IF F=0 THEN 940 

260 GOTO 40 

270 ? :? " DO YOU WANT TO COMBINE? (Q 

es/Qo)"; 

280 INPUT AS 

290 IF A$="Y" THEN 150 

300 IF AS="N" THEN 940 

310 GOTO 270 

320 ? "*••■■» \t 

330 ? "H. LEFT MARGIN SET" 

340 ? "^2. HORIZONTAL TAB SET" 

350 ? ">3. UNIDIRECTIONAL PRINTING" 

360 ? "M. REVERSE LINE FEED" 

370 ? "►5. LINE FEED PITCH" 

380 ? ">6. PERFORATION SKIP OVER" 

390 ? "►7. DEFINE PRINT TYPE" 

400 ? "►8. RESET PRINTER'S DEFAULTS" 

410 ? :? "►►fl, TO END" 

420 ? :TRAP 320:? "►WHAT'S YOUR CHOICE 

. ."; :INPUT 5 

430 IF S=l THEN 530 

440 IF 5=2 THEN 610 

450 IF 5=3 THEN LPRINT CS; CHRS (62) : GOT 

790 

460 IF S=4 THEN LPRINT CS; CHRS C114J : GO 

TO 790 

470 IF 5=5 THEN 700 

480 IF 5=6 THEN 840 

490 IF 5=7 THEN 40 

500 IF S=8 THEN GOSUB 960 

510 IF 5=0 THEN 940 

520 GOTO 320 

530 ? "H":? :? 

540 ? "► SET LEFT MARGIN TO: XXX" 

550 ? :? :? "► XXX MUST = 000 TO 160 

560 ? :? " DEPENDING ON CHARACTER PIT 

CH SETTING" 

570 ? :? :? "► SET LEFT MARGIN TO: "; 

: INPUT MS 

580 IF MS<"000" OR MS>"160" THEN MS="0 

00": GOTO 570 

590 LPRINT CS;CHRS(76);MS 

600 GOTO 790 

610 ? "*•■:» :* 

620 ? " HORIZONTAL TABS XXX,XXY,XXZ (U 

P TO 32)" 

630 ? :? :? " TAB STOPS MUST BE O 

60 TO 160" 

640 ? :? " DEPENDING ON CHARACTER PIT 

CH SETTING" 

650 ? :? " caution: no error trap in 

this option" 

660 ? :? :? " SET TABS TO :";:INPUT TS 

670 LPRINT CS;CHRS(40);TS;CHRS(46) 

680 ? :? " HORIZONTAL TABS SET AT:";:P 

RIHT TS 

690 GOTO 790 

700 ? "H":* ;•» 

710 ? "►LINE FEED PITCH SETTING XX" 

720 ? :? "► XX MUST = 01 TO 99" 

730 ? :? "► 18 = 1/8 INCH" 

740 ? "► 24 = 1/6 INCH (NORMAL)" 

750 ? :? :? "►SET LINE FEED PITCH TO: 

"; : INPUT PS 

760 IF PS="00" THEN 700 

770 LPRINT CS;CHRS(84);PS 

780 ? :? " LINE FEED PITCH SET AT: "; 

: PRINT PS; -.PRINT "V144 INCH" 

790 ? :? " DO YOU WANT TO COMBINE? (H 

es / Qo)"; 

800 INPUT AS 

810 IF AS="Y" THEN 320 

820 IF AS="N" THEN 

830 GOTO 790 

840 OPEN tt2,8,0,"P:" 

850 PUT tt2,29:PUT 82,65:PUT 1*2,64 

860 FOR X=2 TO 60 

870 PUT «2,64:PUT tt2,64:NEXT X 



880 PUT «2,67:PUT 1*2,64 

890 FOR X=62 TO 66 

900 PUT tt2,64:PUT tt2,64:NEXT X 

910 PUT tt2,65:PUT 82,64 

920 PUT 82,30 

930 CLOSE 82: LPRINT :GOTO 790 

940 ? :? "►PROGRAMING IS NOW COMPLETE. 

950 FOR X=l TO 400: NEXT X: PRINT "«":EN 

D 

960 LPRINT CS; CHRS (78) :CS; CHRS C79) ;CS; 

CHRS(89);CS;CHRSC34);CS;"L800" 

97© LPRINT CHRS(15);CS;CHRS(48);CS;CHR 

S (102) ; CS ; CHRS (65) ; CS; CHRS (60) : RETURN 



CHECKSUM DATA 

(see page 27) 

8 <SS T 2 n f 8 f^fi 966 ' 244 ' 596 ' 595 ' 132 ' 5 " 

, 142,603 , 175,641 , 774, 783, 341 , 7972 

60 DATA 413,274,546,694,169,63,330,72, 

176,783,556,559,562,566,210,5973 

210 DATA 536,561,538,408,548,506,910,7 

81,782,769,713,46,661,187,840,8786 

3 i2« D £T£ 884 - 689, 662, 11, 68, 173, 695, 574 

,580,610,406,597,609,347,439,7344 

510 DATA 581,707,53,801,721,646,57,635 

,403,732,49,292,437,642,472,7228 

660 DATA 681,433,28,759,48,807,369,585 

iH 3 '5 82 ' 670 ' 405, 238, 186,769, 6613 

810 DATA 773,300,745,300,30,171,810,80 

3,351,791,780,844,743,440,503,8384 

960 DATA 933,183,1116 



o?> 



HAPPY USERS 
AGREE ON 



DECISIONS . . . 
. . . DECISIONS ™ 

" Very interesting " 
" A valuable program " 
"Over-all rating - ft ft ft ft ft " 



GET THE MOST USEFUL 
DECISION -AID TOOL AVAILABLE ! 

$37.50 for 48K ATARI disk or cassette 

Includes ship, to U.S. & Canada. Add $2.25 tax in Calif. 
AT YOUR DEALER. OR DIRECTLY FROM: 



1 



\\\ LATERAL w 

^ \\\^ SOFTWARE 



Dept. 2 
RO. Box 605 
Stanton, CA 
90680 



CIRCLE #110 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 15 



Griffin's 
Lair 

Educational 
Programs 
Review ^j 




i 




by Braden E. Griffin, M.D. 



So, you want Jane and Johnny to learn about life, 
do you? This month's Griffin's Lair reviews games 
that teach, among other things, safety and problem- 
solving, spatial relationships, alphabetizing and dic- 
tionary use. The reinforcement of positive habits is 
another promising use for educational programs ... as 
long as they're not created by Orwellian hackers. 

WORD FLYER 
by Childware 
ELECTRONIC ARTS 
2755 Campus Drive 
San Mateo, CA 94403 
48K Disk $35.00 

When 1 receive a new product to review, I throw 
it in the disk drive and begin to play it, paying little 
attention to the accompanying documentation. This 
is contrary to my natural tendency toward a com- 
pulsive behavior pattern which often forces me to 
practically memorize the instructions before begin- 
ning anything. (You can imagine my exasperation on 
Christmas Eve, attempting to assemble a hobby horse 
made in Korea, with instructions prepared in Albania. 
I never did find slot B!) I have developed this afore- 
mentioned impulsive approach simply because almost 
everyone I know does it that way. During this initial 
evaluation, I frequently forget what company has 



produced a particular program. In a way, this may help 
eliminate some of my biases. However, the unique 
packaging of Electronic Arts' products and the 
uniform excellence of everything I have seen come 
from them, makes it impossible not to be preju- 
diced. The aura of high quality items associated 
with certain brand names is slowly fading from our 
society, and the old motto "a name you can depend 
on" is often just an advertising gimmick. Well, 
Word Flyer by Childware maintains the image of 
Electronic Arts as the "primo" software producer. 
Word Flyer is a word matching game for all ages. 
The playing screen presents two large birds, each sit- 
ting atop a word tower. Using the joystick, one of 
the four words or letters in the word tower is se- 
lected to be the "flyer" and flies to the middle of 
the screen. Soon, zooming words appear, moving 
towards the center of the screen from the back- 
ground. The object is to match the flyer by moving 
it until it touches the appropriate zooming word. 
As the number of correct matches increases, a score 
bar is filled with color. When it is totally filled, 
one moves on to the next level. There are five levels 
in all, beginning with one- or two -letter flyers and 
progressing to three- and, finally, four-letter words. 
As the levels advance, there are hazards to make 

(continued on next page) 



PAGE 16 



ANALOG COMPUTING 



ISSUE 21 




(continued from previous page) 
the matching process more dif- 
ficult. These include nonsense 
words that lower one's score if 
matched and a careless cloud 
that obscures some of the zoom- 
ing words. In the fifth and final 
level, the flying time is shortened, 
and the zooming words fly much 
faster. 

A number of options are avail- 
able, including the ability to 
change flight levels and flight 
speed. The alphabet bar may be 
used to change the letters that 
the words begin with. In addi- 
tion, the game may be selected 
for one or two players. An hour- 
glass acts as the timer in the two- 
player mode. 

The game itself is easy to play, 
and even children not yet able 
to read can enjoy it as much 
as others. Pattern recognition 
and hand/eye coordination are 
enhanced in very young children 
playing the lower levels. Alpha- 
betizing and spelling skills are 
taught as the levels progress. A 



vocabulary of over 2000 words 
makes play quite interesting. It is 
suggested that a dictionary be used 
to determine if unknown letter 
combinations are actual words 
and, if so, what they mean. Devel- 
opment of such reference skills is 
essential. Hopefully, the impor- 
tance of using a dictionary will be 
instilled, and parents will not have 
to continue droning, "go look it 
up." Parents are encouraged to 
play along with their children, 
since — in the two-player mode 
— the two scores add together. I 
was impressed with the section in 
the manual devoted to parents — 
how they might help their chil- 
dren. The first suggestion is that 
parents not stop reading to their 
children when they start reading 
themselves. Considering all the 
ways available to assist in a child's 
education, computer programs or 
otherwise, reading aloud may very 
well be one of the most produc- 
tive. 

(continued on next page) 




ISSUE 21 



ANALOG COMPUTING 



PAGE 17 



Word Flyer is fun, educational 
and augmented with excellent 
sound and graphic effects. Chil- 
dren of all ages will thoroughly 
enjoy the experience. Electronic 
Arts is "a name you can depend 
on." 

SAFETYLINE/STORYLINE 
Software Movies 
MAXIMUS, INC. 
6723 Whittier Avenue 
McLean, VA 22101 
48K Disk/Cassette $34.95 
48K Cassette only $29.95 

It is always nice to see new and 
innovative ideas in computer edu- 
cation, particularly when they are 
directed at the very young. Few 
programs on the market are able 
to hold the attention of this nor- 
mally hyperactive group. With 
these two separate programs, 
Storyline and Safetyline, Maxi- 
mus succeeds where others fail by 
presenting an interactive movie 
sure to brighten the eyes of pre- 
school and early elementary aged 
children. Both programs follow a 
similar format, with two software 
movies on each cassette. Games 
designed to reinforce the movies' 
messages are found on an accom- 
panying cassette or disk. The in- 
structions are thorough, and, with 
a little help initially, most chil- 
dren will be running the programs 
without assistance. 

Safetyline. 

This is a great program. The 
movies, Sam Goes to School and 
Sam Gets lost at the Zoo, are nar- 
rated by Max the Cat, Sam's in- 
visible friend. The first movie 
presents important safety tips for 
children, as Sam learns to cross 
a busy street at the traffic light 
and arrive at school safely. 

The two accompanying games 
are fun and masterfully comple- 
ment the movie. In Streetcross, 
one must get Sam to school quick- 
ly and safely. All the safety tips 
learned from the movie must be 
observed. If Sam tries to cross in 
the middle of the street or against 
the light, warning music plays, 



and Sam is moved back to a safer 
place. The Hidden Tips game is a 
word search game similar to those 
found in the newspaper's comic 
section. One of Max's safety tips 
appears at the bottom of the 
screen, and a key word from it 
appears at the top. The goal is 
to find the key word hidden in a 
matrix of random letters. 

At the Zoo. 

In this movie, the plight of a 
lost child is addressed. Five im- 
portant safety tips are emphasized. 
These include: 1. stay calm; 2. try 
to find a policeman and tell him 
your name, address and telephone 
number; 3 . seek out someone you 
know well and trust; 4. find a 
store with lots of customers and 
ask the clerk for help, loudly, 
clearly and politely; and 5. never 
talk to strangers. The game, Tip' 
match, is a Concentration-like 
matching game encompassing safe- 
ty tips learned from the movie. 
In Zoomaze, Sam is lost and must 
wend his way through a maze to 



one of four boxes. If he finds the 
policeman, Sam will be shown 
where the teacher is, and, once 
she is reached, a musical salute 
is played. But Sam must be care- 
ful, for if the stranger's box is 
reached, the game is lost. 

Both sides of Safetyline present 
extremely important lessons for 
the young child. And somehow, 
no matter how often we admonish 
our children about safety, it fre- 
quently gets mixed in with mes- 
sages like "eat your vegetables" 
or "don't sing at the supper 
table." The graphic depiction of 
these same safety tips, with the 
positive reinforcement of the 
games, may provide a more last- 
ing impression. Reading, memory/ 
retention and basic problem- 
solving skills are part of the edu- 
cational experience. This program 
offers, not only a good way to in- 
troduce kids to the computer, but 
a chance to develop necessary 
early survival skills. 

(continued on next page) 




STAR WARS*,'" the arcade game that blew its way to the top of the charts, is coming home. 
TIE FIGHTERS*:" fireballs, catwalks, they're all there in 3 of the hottest action screens in any 
galaxy. There is only one STAR WARS: THE ARCADE GAME*'" For the Atari 2600, 5200, Atari 
Home Computers, Coleco Vision and the Commodore 64. t- ) R4RKER BROTHERS 

• - & c J983 Lucasfilm Ltd. ILFLI. All rights reserved. Parker Brothers, a division of CPG Products Corp.. authorized user. 
Atari.- Atari 2600." and Atari 5200" are trademarks oi Atari, inc. CoiecoVision is a trademark of Coleco Industries, Inc. 
Commodore 64 is a trademark of Commodore Business Machines. Inc. Parker Brothers is not affiliated with Atari. Inc., 
Coleco Industries. Inc.. or Commodore Business Machines, Inc. 

CIRCLE #111 ON READER SERVICE CARD 



Turn your Atari 
into a Ferrari 



Introducing the all-new 1984 Indus GT™ disk 
drive. The most advanced, most complete, most 
handsome disk drive in the world. 

A flick of its "Power" switch can turn your Atari 
into a Ferrari. 

Looks like a Ferrari. 

The Indus GT is only 2.65" high. But under its 
front-loading front end is slimline engineering 
with a distinctive European-Gran flair. 

Touch its LED-lit CommandPost™ function con- 
trol AccuTouch™ buttons. Marvel at how respon- 
sive it makes every Atari home computer. 

Drives like a Rolls. 

Nestled into its soundproofed chassis is the 
quietest and most powerful disk drive power sys- 
tem money can buy. At top speed, it's virtually 
unhearable. Whisper quiet. 

Flat out, the GT will drive your Atari track-to- 
track 0-39 in less than one second. And when 
you shift into SynchroMesh DataTransfer,™ you'll 
increase your Atari's baud rate an incredible 
400%. (Faster than any other Atari system drive.) 

And, included as standard equipment, each 
comes with the exclusive 
GT DrivingSystem™ of 



software programs. World-class word processing 
is a breeze with the GT Estate WordProcessor.™ 
And your dealer will describe the two additional 
programs that allow GT owners to accelerate their 
computer driving skills. 

Also, the 1984 Indus GT is covered with the GT 
PortaCase™ A stylish case that conveniently dou- 
bles as a 80-disk storage file. 

Parks like a Beetle. 

The GT's small, sleek, condensed size makes it 
easy to park. 

And its low $449 price makes it easy to buy. 

So see and test drive the incredible new 1984 
Indus GT at your nearest 
computer dealer soon. 

The drive will be 
well worth it. 



INDUS 




The all-new 1984 Indus GT Disk Drive. 

The most advanced, most handsome disk drive in the world. 




For additional information, call 1-800-33-INDUS. In California, call 1-800-54-INDUS. 213/882-9600. 

© 1983 Indus Systems 9304 Deering Avenue, Chatsworth, CA 91311. The Indus GT is a product of Indus Systems. Atari is a registered trademark of Atari, Inc. 

CIRCLE #119 ON READER SERVICE CARD. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 19 




Word Flyer. 



Storyline. 

Clover the Clown provides the narration for two 
familiar fables, "Rumpelstiltskin" and "The Ugly 
Duckling." These two are cleverly presented in soft- 
ware movies, each of which lasts about ten minutes. 

On the "Rumpelstiltskin" side, the interactive 
games are Guess M;y Name and Promises, Promises. 
The former is a hangman-type game, where the ob- 
ject is to guess the letters of one of over two hundred 
boys' or girls' names given to the troll. A wrong guess 
results in part of the troll's face appearing. Correct 
responses build up one's stack of gold. If the name 
has not been spelled by a certain number of turns, 
and the troll's face is completed, he then growls and 
steals some of the gold. In Promises, Promises, the goal 
is to promise Rumpelstiltskin less gold than he wants. 
A number between 10 and 90 is selected on a bar, 
then Rumpelstiltskin moves his arrow randomly along 
the bar, stopping on the amount he wants. If a lesser 
amount is selected by the player, then that amount 
is added to the stack of gold. After ten tries, if the 




troll has the most gold, he will jump with glee. On 
the other hand, if he loses, he will explode and 
become a pile of straw. 

Swan Song. 

The movie sequence on this side is so well narrated 
that tears welled up in my eyes. (Granted, I was once 
accused of crying at an ROTC training film.) In spite 
of having to reach a bit to present two relevant in- 
teractive games, the two associated with "The Ugly 
Duckling" are fun and educational. Pick the Twins in- 
volves matching the two identical pictures from a 
group of eight displayed. In some, the differences are 
quite subtle. There are five different sets of either 
ducks or flowers in each round. In Duck Puzzle, twelve 
squares of a picture puzzle are scrambled, and the 
player must restore the original in the fewest number 
of moves. The hard version of this game makes the 
process more difficult, as the puzzle rescrambles itself 
during play. 







Storyline. 

Storyline teaches spatial relationships and pattern 
identification, as well as the skills involved in hang- 
man. Clover the Clown's advice in "Rumpelstiltskin" 
— "Never make a boast that is untrue" and "Don't 
make promises you can't keep" — comes across loud 
and clear. Young children see themselves differently 
than we see them, and the message found in "The 
Ugly Duckling" is a valuable one. 

Committed to providing "software designs for de- 
veloping young minds," Maximus has succeeded ad- 
mirably. I enthusiastically recommend both of these 
programs. □ 



Safetyline. 



Next issue, ANALOG Computing 

will present educational programs you can 
type in yourself! Don't miss it! 



IPB 



LJVi 



Has More In Store 



heshP 



We're The Experienced Generation 
Of ATARI Experts! 

Software — Over 1000 Titles! •Instruction 

Hardware • 24-Hour Bulletin Board at 

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• ATARI 400 Replacement 
Full-Stroke Keyboard: 
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Special Savings 

• Entire Line Of Electronic 
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Music Construction Set 
Seven Cities of Gold 
One On One (Doctor J and 
Larry Bird) 
Word Flyer 

• Sublogic Flight Simulator 



Begin word processing with your ATARI easily and inexpensively with 
one of these specially tailored packages. You'll increase your personal 
productivity and also save money! 



For ATARI owners without a disk drive: 
■ Track AT-D2 w/Printer Interface 

• Interface Cable 

• ATARIWRITER 

• Printer Driver From APX 

• Mannesmann Tally Spirit-80 Printer 

$799.00 (save over $100.00) 



For those who own a disk drive already: 

• Ape Face Printer Interface 

• ATARIWRITER 

• Printer Driver From APX 

• Mannesmann Tally Spirit-80 Printer 

$499.00 (save over $60.00) 



New England's 5 ^ ATARI Source 

RAM COMPUTER CENTER 

427 Great Road, Acton, MA 01720 (617) 263-0418 

CIRCLE #113 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 21 



Selecting 
your 

Perfect Printer 



by Steve Panak 



If you've had your computer for a while, maybe you 
feel that it's about time that you had something tangi- 
ble to show your friends and relatives — to prove that 
your computer is more than a glorified video game. 
If so, then give your Atari system the power of crea- 
tion with a new printer. Once you are able to pro- 
duce hard copy, you will be better able to edit your 
programs, as well as being able to print out files and 
use word processing programs to pound out text, re- 
buffing those of little faith who are either too poor 
or too stupid to have their own system. But, if you've 
tested the waters in search of your perfect printer, you 
may have found yourself drowning in an ocean of dif- 
ferent types, brands and features. Well, take heart; 
after reading this article, you should be able to both 
pull your head above the water and fish out the printer 
that will not only work for you, but one which you 
will later consider a wise investment. 

There are two steps to follow when selecting a 
printer: (1) determine your needs and budget; (2) fit 
a printer to those needs and budget. 

Your first step is the most important one, because 
a definite objective always improves your final deci- 
sion. Ask yourself what you will use the printer for. 
Will it be primarily to print out program listings? Will 
you also want to do some word processing, and — 
if you do — will the output be used for informal cor- 
respondence or for school or business use? Finally, how 



much do you expect to use it? Truthful answers to 
these questions will supply you with an objective that 
ensures your getting (and paying for) only the options 
you want and need. 

Establish your budget constraints and confine 
yourself to a price range. Printers range in price from 
lows of around $100 to highs of well into the 
thousands of dollars, so finding a printer to fit your 
budget should not be a problem. 

The three basic types. 

Once you've answered the above questions, you are 
ready for the more difficult task of fitting a printer 
to your needs. Printers come in three basic types, 
classified by their mode of operation: thermal, dot- 
matrix and letter-quality. Each of these types forms 
the images on the paper in different ways, which give 
rise to advantages and disadvantages. 

Printers which utilize the thermal method have a 
print head with a number of small electrodes which 
burn tiny dots onto special paper as the head moves 
across it. These dots form the letters and graphics. 
Advantages are inexpensiveness, durability and near- 
silent operation. Also, you will never run out of ink. 
However, they require a special type of paper, which 
is more expensive than regular typing paper and may 
be hard to find in different forms. So printing on 
labels, envelopes, index cards and the like may be 
impossible. 



PAGE 22 



ANALOG COMPUTING 



ISSUE 21 



Thermal printers would be best for the person who 
wants his printer to primarily produce program 
listings. It would also allow for word processing, but 
the paper has a peculiar slippery feel and often 
darkens with age. If only program listings will be 
printed, the best choice would be a thermal printer 
which prints on narrow rolls of paper, as these are 
the least expensive printers available. 

Dot-matrix printers are similar to thermal printers, 
in that they also print images using tiny dots. 
However, the dot-matrix printer's print head has a 
number of little rods or needles which strike an ink 
ribbon against the paper to form the image. They are 
noisier than thermal printers, and the head has a 
limited lifetime, which — after extended use — will 
have to be replaced, as will the ink ribbon. While 
a new ribbon will cost about $10, a replacement head 
will range from $40 to over $100, so estimating your 
total expected use is crucial. An advantage of dot- 
matrix printers is that they will print on any type of 
paper that can be fed through the machine. 

Because of the similarity of the print heads in ther- 
mal and dot-matrix printers, they can print roughly 
the same things. Both create graphics and characters, 
and both can feature various type styles, such as 
elongated, emphasized, compressed, etc. (see Figure 
1). Both have similar print speeds and may allow lines 
to be printed twice, with a slight offset overlap, to 
nearly equal the quality of the characters of a 
typewriter or letter-quality printer. The quality of the 
print and graphics of these printers depends on the 
number of dots making up the image; the more dots, 
the better the image. 

Letter quality printers are different from both the 
thermal and dot-matrix in that they have an element, 
much like a typewriter, which strikes a ribbon against 
the paper. The element is usually a daisy-wheel 
(although the Atari 1027 uses print drums to achieve 
the same result). These printers are noisier (again, 
similar to a typewriter) and are generally the most 
expensive (although the 1027 is, once more, the ex- 
ception at a very reasonable list price of $349). They 
also print much more slowly than either of the other 
types, and have ink ribbons which must be replaced 
occasionally. Their major drawback is that they can 
only print what is on the element (usually letters) 
and are thus incapable of printing graphics. However, 
some printers allow optional interchangeable ele- 
ments. These additional elements cost around $8 to 
$10 each and include pica, elite, gothic, script and 
many other special type styles. 

Letter-quality printers are your best bet if you plan 
to use the output for business or other formal cor- 
respondence. However, for school use, the dot-matrix 
may be adequate — depending on how particular the 
person receiving the printout is. 

There are printers which are used to create color 



graphics, using small pens to plot lines which form 
the images. An example of this type is the Atari 1020. 
These are generally only for graphics and special 
printing uses. Also available are printers which use 
laser beams or ink jets to form the images, but these 
generally cost well into the thousands of dollars and, 
because of their prohibitive cost, will not be fully ex- 
plored here. 

Finally, there are printers which have their own 
keyboards and double as electric typewriters. If you 
consider purchasing one of these printers, remember 
that, while they may cost less than both a printer 
and a typewriter, they are considerably more expen- 
sive than a printer and a word processing program. 
The simple fact — the more complex the machine, 
the more likely it is to fail — applies here. 

Other considerations. 

In addition to the above factors, there are a few 
more which apply, regardless of the type of printer 
under consideration. One of these is the method of 
paper feed. Some printers use sprockets to pull the 
paper through the printer, while others use friction 
feed (much like a typewriter), and some combine both 
methods. The advantage of friction feed is that 
anything that can fit into the machine can be printed 
on, while sprocket-fed printers must use paper with 
holes along the edges which engage their sprockets. 
However, the sprocket-fed printer will print on con- 
tinuous fanfold paper and keep it precisely in line 
with the print head. Look for a sharp edge to rip paper 
off as it is removed from the printer. 

Your new printer will have to be connected to your 
system with a cable and an interface. Since nearly 
all Atari-compatible printers utilize a parallel inter- 
face, we will consider only this type. While the Atari 
and Axiom printers come complete with cable and 
interface, most printers require you to purchase these 
separately — at a cost of $50-100. This cost may or 
may not be included in the price of the printer, so 
ask to be sure. Also, refer to ANALOG issue 16 for 
a feature describing how to build an interface for 
around $20. Consider to what extent the printer will 
become part of the peripheral daisy chain. 

Determine the availability and cost of a printer 
driver, which will allow your computer to tell the 
printer what to do. Again, this cost may or may not 
be included in the price of the printer, depending 
on the supplier. 

If you have a word processing program (or will be 
purchasing one), consider how well the printer and 
program will cooperate. AtariWriter will work with 
most printers compatible with the Atari, and allows 
use of a printer driver, or allows manual entry of 
decimal codes directly into the text to tell the printer 
when to underline, subscript, etc. For a review of the 
AtariWriter, see ANALOG issue 11. 

A buffer takes the data your computer sends to the 



ISSUE 21 



ANALOG COMPUTING 



PAGE 23 



printer and holds it while it is interpreted and printed. 
When all the data has been sent to the buffer, the 
computer is freed up to be used again. Since the buf- 
fer is filled up faster than the fastest printer can print, 
the printer's speed is the limiting factor. The larger 
the buffer, the more likely you will be able to go back 
to work while the printer labors mindlessly away. Un- 
fortunately, most printers have a buffer of only 1-3K, 
roughly equivalent to 1000-3000 characters, or about 
one double-spaced typewritten page. Therefore, your 
computer could be tied up for an extended period 
of time when you are printing out a relatively long 
document. The solution is a separate buffer which 
can completely empty the computer's memory. . . 
These cost about $300, so estimate the value of your 
time. 

The instruction manual is a very important part 
of any hardware purchase. Look for completeness and 
clarity. Tables of the necessary decimal codes are very 
helpful, and a troubleshooting section will save you 
much time and exasperation. Also look to the instruc- 
tion manual before you purchase as the definitive 
authority on the printer's features and options. 

While, internally, most printers' mechanisms are 
identical, external designs differ greatly. Since the ex- 
terior will be staring at you, pick a printer which looks 



aesthetically pleasing to you. Also note the location 
of the switches, lights and cable connections in rela- 
tion to the printer's probably location, considering 
visibility and ease of access. 

Most companies will supply you with information 
and brochures on their printers. If your dealer does 
not have this information, many companies require 
a stamped, self-addressed envelope for their response. 
Once you've selected your printer, you will have 
to decide where you will buy it. While mail-order is 
generally much cheaper than retail, this is because 
they do not have the overhead of salespeople — who 
can help you with any little problems which may arise. 
Some offset this by giving you a number to call for 
help, and the Atari toll-free hot line is always 
available. Regardless of mail-order or retail outlet, 
determine the supplier's return policy. While warran- 
ties from the factory apply, regardless of where you 
purchase your printer (as long as you remember to 
mail in the warranty registration card), a dealer may 
give you additional rights. If you purchase through 
the mail, be sure that your package is insured against 
any damage in transit. 

Common abbreviations. 

CPI — characters per inch; measures width 
of print. 



COST EFFECTIVE SOFTWARE 

BY 
"The Best Little Software House In Texas" 

HO ME BASE by SOFT SECTRE is a 
versatile database program lor the home, small busi- 
ness or lab In a USER FRIENDLY' MENU driven lormal 
H0MEBASE utilizes TWENTY COMMANDS: CREATE. 
ADD. LIST, CLIST. CHANGE, CONCATENATE. 
SEARCH, SUM, SORT. DELETE, LABELS, LOAD. 
PRINT. SAVE. DIRECTORY. HELP, DRIVE. AUDIO. 
LOWER CASE. END. An optional SECURITY CODE 
prevents unathonzed data tile retrieval and manipula- 
tion. Optional AUDIO FEEDBACK signals the end ol a 
command response The ATARI version uses a 
MACHINE LANGUAGE SORT! 
H0MEBASE is ideal lor: MAILING LISTS (we use H 
ourselves), household, insurance and equipment IN- 
VENTORIES. MAINTENANCE schedules, a PRESCRIP- 
TION list; relund COUPON and GROCERY lists. Ready- 
lo-use data liles lor Ihese tasks are included. Why buy 
several programs' Purchase Ihe ONE program that will 
handle all ol your database needs. HOMEBASE by 
SOFT SECTRE will SAVE you TIME and MONEY! 
SELECTRE by SOFT SECTRE is included in Ihe disk 
based package at no additional charge (a $2995 
value') Disk DIRECTORIES and PROGRAMS are 
loaded with numeric key input allowing even the most 
inexperienced person lo easily operate Ihe computer 
ATARI OR PET DISK 32K $49.95 
PET TAPE 16K $49.95 

Add $2 00 lor shipping. 

SOFT SECTRE 

P0 BOX 1821, PLAN0. TX 75074 
Send Inr FREE catalog' VISA/MaslerCard WELCOMED 



ATTENTION ATARI DISK 
DRIVE OWNERS 

Back up your 
valuable software. 

THE CHIP 

THE CHIP with Archiver/Editor Software tor the Atari 
810 and 1050 disc drives. Includes Disassembler & 
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$129.95 POSTPAID 

Available soon tor 

other Atari compatible disc drives. 

HAPPY 810 ENHANCEMENT 

Complete with Warp Speed software package. Plug-in 
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LIMITED SPECIAL OFFER $199.95 

Soon available for other disc drives. 

HAPPY OWNERS 

Update your enhancement with Mappy Version Arch- 
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chip. 

$39.95 POST PAID 

All software tor the Atari DISCOUNTED 30% or MORE. 
Discounts on all Atari compatible hardware. 

Send for tree brochure on any of Ihe above or lor details on our 
software discounts. 



SOUTHERN SOFTWARE 

A DIVISION OF SOUTHERN SUPPLY COMPANY 
1879 RUFFNER ROAD BIRMINGHAM, AL 35210 

24 HOUR PHONE 205-956-0986 
Order before 11 A.M. lor same day shipping. 



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CIRCLE #114 ON READER SERVICE CARD 



CIRCLE #115 ON READER SERVICE CARD 



INDUS GT 

$349.95 



—GUARANTEED LOWEST PRICES- 
CALL OR WRITE 

DAISY WHEEL PRINTER $399.95 

ATARI 800XL $269.95 

APE FACE PRINTER INTERFACE . $59.95 

ULTIMA III $39.95 

FLIGHT SIMULATOR II $39.95 

JUPITER MISSION $39.95 

SPACE COWBOY $19.95 

FREE TRADER $19.95 

UNIVERSE $69.95 

SEASTALKER (Infocom's latest)$34.95 

BROADSIDES $29.95 

50 MISSION CRUSH $29.95 

RAILS WEST $29.95 

QUESTRON $39.95 

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BEACH-HEAD $29.95 

RETURN OF HERACLES $24.95 

ULTIMA III HELP BOOK $12.95 

Please add S2.50 shipping (S4.50 outside USA) 

California residents add 6%. 

Send Stamped Self Addressed Envelope 

for FREE CATALOG 



COMPUTER GAMES + 

I BOX 6144 | 

ORANGE CA 92667 

(714) 639-8189 



CIRCLE #116 ON READER SERVICE CARD 



CPS — characters per second; measures print 
speed; larger numbers represent faster speeds. 

DPI — dots per inch; measures graphic resolu- 
tion; the higher the number, the better the 
image. 

LIP — lines per inch; measures height of print. 

MCBF — mean (average) characters before 
failure; measures the life of a component before 
repair is needed. 

Your turn. 

Now you should be prepared to venture forth and 
ferret out the printer you need. Take it slow and avoid 
the high-pressure salesman and impulse buying, as they 
are your worst enemies. If you are thorough in your 
search and follow the guidelines in this article, modified 
with your own common sense, you will end up treasur- 
ing your printer rather than cursing the day you bought 
it. □ 



The author wishes to express his gratitude 
to Perfect Computers of Niks, Ohio for their 
valuabk assistance in the preparation of this 
artick. 



DISK WIZARD E 



THE MOST COMPLETE UTILITY PACKAGE 
FOR ATARI* COMPUTERS AT ANY PRICE 

100% MACHINE LANGUAGE -SINGLE LOAD -MENU DRIVEN 

THIS USER FRIENDLY PACKAGE INCLUDES THE FOLLOWING POWERFUL 
PROGRAMS FOR THE ATARI* 400/800/XL SERIES COMPUTERS (40K REQUIRED) 

DISK BACK-UP— SINGLE/DOUBLE DENSITY • SUPPORTS 1 OR 2 DRIVES 

• ALLOWS BACKUP OF DISKS PROTECTED BY BAD SECTORING • FAST 
COPY OPTION • SECTOR STATUS SUMMARY • OPTIONAL PRINTOUT OF 
SECTOR STATUS • DISK MAPPING 

DISK EDIT — SINGLE/DOUBLE DENSITY* DISPLAY/MODIFY/PRINT ANY 
SECTOR • SECTOR DISPLAYED IN HEX ASCII/ATASCII • WORKSWITH 
ANY FORMAT • SCAN SECTORS FOR A SERIES OF BYTES OR A STRING 

• DISPLAY/PRINT DIRECTORY • TRACE/REPAIR FILE LINKS • RECOVER 
AND AUTOMATICALLY VERIFY DELETED FILES • FORMAT DISKS WITH 
AUTOMATIC LOCK OUT OF BAD SECTORS • DECIMAL/HEX NUMBER 
CONVERSION 

DISASSEMBLER — single/double density • disassemble from 

DISK BY SECTOR NUMBERS • DISASSEMBLE COMPOUND BINARY F ILES 
BY FILE NAME • OUTPUT TO SCREEN OR PRINTER • SELECTABLE 
MNEMONIC DISASSEMBLY WITH OVER 400 STANDARD ATARI MEMORY 
LOCATION NAMES 

DISK SPEED — VERIFIES/ALLOWS ADJUSTMENT OF DISK SPEED • BAD 
SECTORING (810 ONLY) 

INCLUDES COMPREHENSIVE MANUAL WITH MANY USAGE EXAMPLES 



ORDERING INFORMATION 

For last delivery, send certified 
check or money order. 
MASTERCARD & VISA accepted 
(N.Y. Residents add 7% sales tax) 
Phone orders accepted on C.O.D. 
and charges. 



$29" S.&M 



vrsx 



"ATARI is a regislered Trademark of Atari 



SOFTWARE. INC. 

100 QUARTZ WAY 
SYRACUSE, NY. 13219 

ORDERS TOLL FREE 
1-800-7320320 

Info, and N.Y. Residents 
1-315-488-0485 



CIRCLE #117 ON READER SERVICE CARD 



THIS IS MORMAI 



THIS 
THIS 
THIS 
THIS 
THIS 
THIS 



IS NORMAL 



ITALIC 



IS NORMAL. EMPHASIZED. 

I S NORMAL . DOUBLESTR I KE . 

IS NORMAL , DOUBL EST R I HE, ITALICS. 

I S NORMAL , EMPHAS I ZED , DOUBLESTR I KE . 

IS NORMAL , EMPHASIZED r DOUBLESTRIKE , I TALICS. 



Printout sample 
(shown actual size) 



T H X SSI :i: !=I S3 u R is: r ssi e R .1". I» T .. 

r H :/: s :/: s .-;;; u f>is.k & a K :/: /■■> r , XT&L.X a s> . 



T IM I £3 I E3 D O II II E I IE£ W I D "T" » il .... 

T H X ;.-> J2" S Z? £* £/ E9 £... £ M X I? 7" ,iV ,,, X T ,«■ £ T C S .«■ 

THIS IS DOUBLEW I DTH , EMPHAS I ZED . 
T H X S X £3 O O LJ B L... El l*J X D T HI „ D O U .B l..„ IE S T R X K «~ ,., 
Z?0 Ltj&tJL ,£ M X X? TH .*■ X?€»t/Et£. £ S T JR X M£ .-,- X T&JL X C S «. 
DOUBLEW I DTH , EMI=I-H=*S I ZED , DOUBLESTR I Kl 



Figure 1. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 25 



Spelling 
Checkers 

for the 

Atari 



by Arthur Leyenberger 



Eight years ago the thought of processing words 
on a computer at home was far from a reality. Dedi- 
cated word processors such as the IBM Magnetic 
Tape Selectric Typewriter cost in excess of $10,000 
and were out of reach not only of home users of 
early microcomputers but most small businesses, 
as well. Now there are close to a dozen different 
word processors for the Atari computer. 

Using a word processor is clearly more productive 
than typing, but there is still the chore of proof- 
reading. Wouldn't it be great if there was some way 
that your computer could proofread your document? 
Rejoice — because there are currently three spelling 
checkers for the Atari computer, covering a wide 
range of features. 

Until a couple of years ago, my definition of a 
"spelling checker" was Miss Snyder, my seventh 
grade English teacher. She was superb at checking 
the spelling on my compositions. I could never get 
away with anything. Times have changed. In today's 
computer jargon, a spelling checker is a program 
that proofreads a text file by comparing the words 
with a dictionary. All words that do not have a 
match are flagged as possible spelling errors. The 
dictionary is a list of words contained in a separate 
file. Some checking programs have the capability 
for the user to add further dictionaries that might 
contain often used — but not standard — words, 
such as names or technical terms. 



Regardless of the spelling program, none can do 
all that Miss Snyder did. A spelling program cannot 
check for grammatical errors, such as the difference 
between words like "their" and "there," "way" and 
"weigh" or "to," "two" and "too." Also, contractions, 
plurals, hyphenated words, proper nouns and posses- 
sives cannot be checked. As a result, these spelling 
aids are limited to checking only spelling, and re- 
quire the user to understand rules of grammar (and 
proofread the document, anyway). 

There are currently three spelling checking pro- 
grams for the Atari computer. Spell Perfect by LJK 
will only check files created by LJK's Letter Perfect 
word processor. Spell Wizard by Datasoft will check 
any text files in standard Atari DOS format. This 
includes files created by Text Wizard (Datasoft) and 
AtariWriter (Atari). Atspeller (APX) will also check 
standard Atari DOS text files. There is also a new 
version of Atspeller that works directly with Atari's 
AtariWriter word processor. 

It should be noted that LJK does have an inex- 
pensive utility program that will translate an Atari 
DOS file into an LJK DOS file, and vice versa. Us- 
ing this program, you could have Spell Perfect 
proof Atari files and Atspeller or Spell Wizard 
proof LJK files. I have used this very simple proce- 
dure to convert my LJK files into Atari DOS format 
files, in order to use Spell Wizard for checking. 



PAGE 26 



ANALOG COMPUTING 



ISSUE 21 



How do they work? 

All three programs work essentially the same way. 
An initial menu is presented when the program is 
first run. You typically have the choice of proof- 
reading a document, managing your dictionaries or 
specifying your system configuration. All three pro- 
grams also count the number of words in your docu- 
ment — which is a handy feature. Let's take a look 
at the specific features of each package. 
Atspeller. 
by Atari Program Exchange (APX) 

The Atspeller package consists of two disks: a 
program disk and a dictionary disk containing over 
30,000 words. When the program is run, you are 
first asked if you have a "personal" dictionary file. 
This file is one that you would create from running 
Atspeller and saving all of the scientific, technical 
and jargon words to a separate dictionary file. 

If you do have a personal dictionary, that is read 
first. Otherwise, the master dictionary disk is in- 
serted into the drive, and you can choose: output to 
screen or printer, correction, disk directory/file de- 
lete/file rename, search dictionary, return to Atari 
DOS or sort personal dictionary. Regardless of your 
choice, the program always asks for confirmation 
of that choice, a useful feature. Next, you insert 
your document disk and enter the filename to be 
checked. After the program reads your document 
file, you must insert the dictionary disk into your 
drive. The program will check your text by reading 
the dictionary file and comparing the words. Each 
time a word does not have a match in the diction- 
ary, you have the choice of correcting the word, 
searching the dictionary for correct spelling or ac- 
cepting the current spelling. 

When your entire text has been scanned, you 
have a new, corrected text file. You can then add 
the words to your personal dictionary file (or create 
this file, if you don't yet have one). Of the 30,000 
words in the master dictionary, 10,000 have come 
from the American Heritage Dictionary Word Fre- 
quency Book. These words have been found to be 
the most commonly used words in the English lan- 
guage. Before looking up a word in the dictionary 
file, the program first checks to see if the word falls 
into one of several "nuisance" categories. These spe- 
cial cases consist of single-letter words and words 
containing a number. Words in these categories are 
assumed to be correct. 

If words end in the possessive case (with 's), the 
ending is removed before the word is checked. For 
this reason, it is not necessary to add possessive 
words to your personal dictionary file. If not for 
these special cases, many words would be flagged as 
incorrect, and the checking time would be longer. 

Atspeller for the AtariWriter. 
Atspeller for the AtariWriter is similar to At- 
speller, except that the spelling checking function 



can be used from within the AtariWriter word pro- 
cessor. There is a simple initialization procedure in 
which the Atspeller program becomes the AUTO- 
RUN .SYS file, so that it is executed immediately 
upon turning on the computer. The Atspeller pro- 
gram then presents its own menu, which includes 
the AtariWriter menu. 

If you use AtariWriter and a printer driver, there 
are instructions in the manual for combining the 
printer driver and the Atspeller into one autorun 
file. The manuals for both Atspeller and Atspeller 
for AtariWriter are brief and written clearly. The 
major difference is that the Atspeller manual is 
typeset and is, therefore, a little easier to read. 

Spell Perfect. 

by LJK 

The package comes on two double-sided disks. 
This includes a 40/80-column program disk and a 
single/double density dictionary disk. The documen- 
tation is in the form of a tutorial. Although it is 
better than previous LJK manuals, it is still rather 
wordy and difficult to follow at times. One problem 
is that instructions for both one- and two -drive 
systems are intermixed throughout the text. A bet- 
ter method would have been to have one section 
for single-drive systems and another for two-drive 
systems. 

The program is menu-driven and has provisions 
for backing up both the program disk and the dic- 
tionary disk. I appreciate the ability for backup, but 
the implementation is awkward with a two-drive 
system. In the case of the program disk, the origi- 
nal is placed in drive one, and the backup is writ- 
ten to drive two. Backing up the dictionary is just 
the reverse, with the original in drive two and the 
copy in drive one. A consistent method for making 
backups would be less confusing. 

To use the program, you choose "proof a docu- 
ment" from the main menu and enter the name of 
your previously saved text file. The text file and 
dictionary file are then loaded. As it is being 
scanned, the text is shown at the bottom of the 
screen, and unmatching words are highlighted in 
inverse video. With each highlighted word, you 
have the option to "ignore," "change" or "match." 
"Ignore" skips the word and goes on to the next 
one. "Change" allows you to fix the spelling of the 
word directly. "Match" allows you to search the dic- 
tionary for similarly spelled words. Some of the 
words that the program thinks are similar are ac- 
tually not very similar, but — if it is in the dic- 
tionary — the word will be found. A particularly 
useful feature is that, if a match is found, you only 
need to enter its number. This avoids possible key- 
ing errors and saves time. 

One aspect of the program that I did not like is 
that words of three letters or less are simply not 
checked. I can understand that this may have been 



ISSUE 21 



ANALOG COMPUTING 



PAGE 27 



done to increase the speed of checking, but — in 
my case — this makes the program less usable. This 
is because I am a fast typist who uses only four 
fingers. I make a lot of letter-reversal mistakes, and 
this happens most often with short words. Proof- 
reading the document for short words and typo- 
graphical errors is still a must. 

Another problem with the program is that you 
cannot add the corrected words to a separate dic- 
tionary. If you want the "misspelled" words to be 
included in a dictionary for proofing your next doc- 
ument, you must add them — typing them in by 
hand, using LJK's word processor, Letter Perfect. 
The only solution to this is to add your entire docu- 
ment file to a dictionary. This is time-consuming 
and often results in adding more words than you 
want. 

The final irksome part of Spell Perfect is that 
more than one user-generated dictionary cannot 
reside on the same disk. A separate disk is required 
for each. Overall, Spell Perfect is an easy-to-use, 
moderately powerful spelling checking program. 

Spell Wizard. 

by Datasoft 
Spell Wizard comes on two disks. One disk con- 
tains the program, and the other holds a dictionary 



of about 33,000 words. After loading the main pro- 
gram, you have the option of proofing a document, 
printing a dictionary, searching a dictionary or exiting 
the program. Each of these choices results in addi- 
tional questions being asked of you. Although this 
adds a little time to the overall operation of the 
program, it is done in the interest of safety and is 
worthwhile. You cannot destroy a document file, 
and the program only does what you want it to. 

If you choose the proof option from the main 
menu, you will be prompted to insert your text disk 
in the appropriate drive. A list of all of the file- 
names on that disk is displayed on the screen, and 
you are asked to select one. Then your file is 
loaded, words are compared to the dictionary and 
the number of words not recognized — plus total 
words in the file — are shown. Once all of this 
counting and checking is performed, you are ready 
to check the spelling in your document. 

In the middle of the screen are three options: 
continue scanning (C), make correction (M) and 
search (S). As the program scans through your file, 
the text is scrolled through a horizontal window at 
the bottom of the screen. Whenever a word is not 
recognized, the word is highlighted, and the scroll- 
ing stops. If the word is spelled correctly, just press 



WHAT IS 
D:CHECK/C:CHECK? 



Most program listings in ANALOG are followed by a table of numbers appearing as 
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc- 
tion with D:CHECK and C:CHECK, which appeared in the ANALOG Compendium and 
Issue No. 16. 

D:CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are 
designed to find and correct typing errors when entering programs from the magazine. 
For those readers who do not have a copy of either article, send for a copy of back issue 
16 ($4.00) or The ANALOG Compendium ($14.95 plus $2.00 shipping and handling) from: 

ANALOG Computing 

P.O. BOX 615 
HOLMES, PA 19043 



PAGE 28 



ANALOG COMPUTING 



ISSUE 21 



C, and the scanning continues. If you are unsure of 
the correct spelling, you can press S for the search 
function to find the word in the dictionary. 

A very useful feature of Spell Wizard is its ability 
to use wild cards as part of the search criteria. For 
example, let's assume you did not know how many 
m's or t's there are in the word "committee." You 
do know that the word begins with com, so you 
could enter "com*" (the * is the wild card indica- 
tor). All the words in the dictionary that begin with 
com will be displayed on the screen. They scroll 
from bottom to top, and the space bar can be used 
to pause the display for a longer look. 

This process of scanning, making corrections and 
searching continues until the program reaches the 
end of your document. At that point, you have 
several options. You can save the flagged words 
to a separate dictionary or combine them with an 
existing one. If you decide to use an existing dic- 
tionary, the words are inserted into the file alpha- 
betically, and duplicates are not entered. 

The first few times you use Spell Wizard, the 
flagged words will consist of technical terms, proper 
nouns and other words that are familiar to you but 
not to the dictionary. By saving these words in a 
separate dictionary and using that dictionary each 



time you use the program, fewer words will be 
flagged, and the speed of the checking process will 
be dramatically increased. When you save the words, 
you have the choice of either performing the save 
en masse or approving each entry. This is just an- 
other fine touch to this useful program. 

Finally, when the checking is finished and you 
have saved the flagged words for your dictionary, 
you may save the corrected document. Either the 
original filename may be used, or you can supply 
a new name. 

Spell Wizard is an easy-to-use program that has 
enough features to satisfy both the casual and the 
not-so-casual home writer. 

Before I talk about the relative performance of 
each of these spelling checking programs, allow me 
a brief diversion. I have recently begun using a 
CP/M system, Wordstar and Spellstar (Micropro). 
When checking my text documents with Spellstar, 
the entire process seems to be quicker. This is due 
primarily to the program's ability to read dozens of 
words from the dictionary file each second, rather 
than the handful of words Atari programs are ca- 
pable of managing. 

Dictionary reading speed is only half of the crite- 

(continued on page 34) 



r> : 



> i 



*i 



*i 



Touch-Tone® Dialer Update 



by Tom Hudson 



In ANALOG issue 19, we ran the Touch-Tone® 
Dialer, a program which allowed your computer to 
generate tones that would "dial" your phone. Unfor- 
tunately, some phone systems aren't as lenient as the 
one here at ANALOG and won't accept the tones 
as listed. 

Warren P. Silberstein, M.D., of Baldwin, New York, 
sent in the following changes that should allow the 
Dialer to work properly for everyone. He has used 
the Atari's ability to combine two sound registers in 
order to give finer frequency control. The POKE in 
Line 90 sets up the fine-tune mode. 

Simply add the following changes to the exist- 
ing program, and you'll be dialing by computer in 
no time! □ 



88 DIM F1C11>,F21H),C1(11),C2(11J,PN$ 

(20) 

98 F8R X=8 TO 3: SOUND X , , . : NEXT X:P 

OKE 53768,120 

180 FOR X=8 TO UlREAD A, B, D, E :F1 (X) -U 

:C1(XJ=B:F2CX)=D:C2CX)=E:HEXT X 

238 POKE 53762, CI CN) : POKE 53768, F1CN): 

POKE 53766, C2CNJ SPOKE 53764, F2«N) 

248 POKE 53767, 168: POKE 53763, 168 :REM 

*#* LEAUE TONE OM A MOMENT *** 

278 POKE 53767, 8: POKE 53763,0 

350 DATA 158,2,176,3 

368 DATA 221,2,253,4 

378 DATA 158,2,253,4 

388 DATA 87,2,253,4 

398 DATA 221,2,131,4 

488 DATA 158,2,131,4 

418 DATA 87,2,131,4 

428 DATA 221,2,19,4 

438 DATA 158,2,19,4 

448 DATA 87,2,19,4 

458 DATA 221,2,176,3 

468 DATA 87,2,176,3 



Atari 800XL Call 

1010 Program Recorder 77.00 

1027 Letter Quality Printer Call 

1050 Disk Drive Call 

Atari 850 Interface Call 

Atari Light Pen 82.95 

Numerical Keypad 104.95 

PRINTERS 

Alphacom 40C 

w/ Interface. . .99.95 
Alphacom 80C 

w/lnterface. .189.95 
Axiom AT-550. 329.00 



A ATARI 



DISK DRIVES 

Indus GT Call 

Percom Call 

Rana1000 Call 

Trak Call 



Epson Call 

Gemini 10X . .269.00 

Okidata Call 

Prowriter I Call 

Riteman Call 



KOALA 

Koala Pad-D 69.95 



Koala Pad-Cart 74.95 



MONITORS 

AMDEK Color 1+ Call 

USI 12" Amber 149.00 

USI 12" Green 139.00 

USI 14" Color 269.00 

BMC 12" Color 229.00 

BMC 12" Amber 99.00 

BMC 12" Green 95.00 

Phillips 12" Green 

w/Sound 129.00 

Phillips 12" Amber 

w/Sound 139.00 



ATARI is a trademark of ATARI. INC. 
MODEMS 
Hayes Smart 

Modem 300 Call 

Mark II 79.00 

Mark Vll/Auto Ans/ 

Auto Dial Call 

MarkXII/1200 Baud. Call 

MPP 1000 C Call 

Novation Call 

R-Verter Modem 

Adaptor 39.95 



INTERFACES 

Aid Interfast I Call 

Ape Face Call 

R-Verter Modem 
Adaptor 39.95 



MOSAIC 

48K RAM 94.00 

64K RAM/400... 149.00 
64K RAM/800 + 
Cable Kit #1 .. .169.00 

Handyman-D 23.95 

Cable Kit #2 14.95 

Superdrive-D 23.95 

Triangle Replacement 
Keyboard for 400 . 54.95 

Alien Voice Box 11.99.95 

Expansion Memory 
for 600XL Call 

Back Chair . . . 79.95 

(Ergonomic Computer Chair) 



QkCall for prices on joysticks, printer cables, blank floppy disks, and other computer accessories.-^) 



I 



W 



ENTERTAINMENT 

Caverns of Mars-Cart 32.95 

Donkey Kong -Cart 37.95 

Donkey Kong Jr.-Cart 39.95 

Eastern Front-Cart 32.95 

Jousl-Cart 39.95 

Jungle Hunt-Cart 35.95 

Mario Bros. -Cart 35 95 



ENTERTAINMENT (cont'd. ) 

Ms. Pac-Man-Cart 39.95 

Pengo-Cart 35.95 

Pole Position • Cart 39.95 

Qix-Cart 32.95 

Realsports Football -Carl 35.95 

Robolron: 2084-Cart .. 35.95 

Star Raiders-Cart . 32.95 

Tennis-Carl 35.95 



HOME MANAGEMENT 

Alariwriler-Cart 74.95 

Family Finances-D 37.95 

Home Filing Manager- D 37.95 

Mailing Llst-T 19.95 

Syncalc-D 74.95 

Synlile-D 74.95 

Syntrend-D 74 95 



LEARNING 

Logo-Cart 79.95 

My First Alphabet- D 26.95 

PERSONAL DEVELOPMENT 

Alarimusic I or II - D 29.95 

Conversational French-T 44.95 

Conversational German -T 44 .95 

Conversational Italian - T 44.95 



PERSONAL DEVEL. (cont'd.) 

Conversational Spanish-T 44.95 
Paint- D 33.95 

PROGRAMMING 

Microsoft Basic II -Cart 67.95 

Atari Macro-Assembler-Cart . 67.95 

Atari Basic-Cart 41.95 

Assembler Edilor-Cart 46.95 



BOOKS 

Analog Compendium 9 95 

Alan Assembler 14.95 

Basic Reference Manual 9 95 

Book ol Atari Software 84 17.95 

Compute's 1st Book of Atari . . 12.95 
Compute's 1st Book/Games . . 12.95 
Compute's 1st Book /Graphics. .12.95 
Compute's 2nd Book of Atari. .12.95 
Compute's 2nd Book/Graphics , 12.95 
Compute's 3rd Book ol Atari . . 12.95 
Compule's Basic Source Book . 12.95 
Compule's Machine Lang/Beg . 14.95 

Inside Atari DOS 19.95 

Mapping the Atari 14.95 

Technical Reference Notes .... 27.95 
Your Atari Computer 16.95 

BRODERBUND 

AE-D 23.95 

Arcade Machine -D 41.95 

Bank Street Writer -D 49.95 

Choplifter-D 23.95 

Drol-D 23.95 

Gumball-D 20.95 

loderunner-D 23.95 

Mask of the Sun-D 27.95 

Operation Whirlwind-D 27.95 

DATASOFT 

Basic Compiler-D 55.95 

Bruce Lee-D/T 23.95 

Dallas-D 23.95 

Heathcliff-D/T 23.95 

Letter Wizard Call 

Micropainter-D 23.95 

Money Wizard Call 

Nibbler-D/T 20.95 

Spell Wizard-D 34.95 

Telelalk-D 34.95 

Za<xon-D/T 27.95 



EPYX 

Dragons/Pern-D/T 
Fun With Art -Cart 
Gateway to Apshai-Cart 
Jumpman Jr. -Carl 



27 95 
27 95 
27 95 
27 95 



Jumpman-D/T 27.95 

Pilslop-Cart 27.95 

Puzzlemania Call 

Summer Games Call 

Temple ol Apshai-D/T 27.95 

INFOCOM 

Deadline -D 34.95 

Enchanler-D 34.95 

Infidel -D 34.95 

Planetfall-D 34.95 

Sorcerer-D 34.95 

Slarcross-D 27.95 

Suspended -D 34.95 

Witness-D 34.95 

Zork I, II, or lll-D 27.95 

Sea Stalker-D 34.95 

MICROPROSE 

Chopper Rescue-D/T 23.95 

Floyd/Jungle-D/T 23.95 

Hellcat Ace-D/T 23.95 

Mig Alley Ace-D/T 23.95 

NATO Commander-D/T 23.95 

Solo Flight-D/T 23.95 

Spitfire Ace-D/T 23.95 

Wingman-D/T 23.95 



Hundreds of Items available for the 
Atari . . . please call. 



MISCELLANEOUS ATARI 

Omnimon 82.95 

Pitfall-Cart 31.95 

River Raid-Cart 31.95 

Diskey-D 34.95 

Ultra Disassembler- D 34.95 

Zombies -D/T 23.95 

Codewriter-D 69.95 

Star League Baseball-D/T. . . .22.95 

Star Bowl Football- D/T 22.95 

Death in the Caribbean -D ... 27.95 

Dino Eggs-D 27.95 

The Heist-D 23.95 

Gyruss-Cart 34.95 

James Bond-Cart 34.95 

Popeye-Cart 34.95 

Q-Bert-Cart 34.95 

Star Wars-Cart 34.95 

Return of Heracles -D 26.50 

Master Type- 0/ Cart 27.95 

Songwriter-D 27.95 

Flight Simulator II -D 37.95 

Chatterbee-D 27.95 

S.A.M.-D 41.95 

Castle Wollenstein-D 20.95 

CompuServe Starter Kit 34.95 

Home Accountant- D 52.95 

Ken Uston's Blackjack - D 49.95 

Megalont-D 19.95 

Monkey Wrench II -Cart 49.95 

Movie Maker-D 41.95 

Pogo Joe-D 20.95 

Spelunker-D 27.95 

Ultima lll-D 41.95 

Jupiter Mission-D 34.95 

Dreadnaught Factor-Cart 31.95 



MISC. ATARI (cont'd.) 

Keystone Kapers-Cart 31 95 

Anlica 4-D 37.95 

Boulder Dash-D/T 20.95 

Scraper Caper-Cart 34.95 

Miner 2049'er-Cart 34.95 

OPTIMIZED SYSTEMS 

Action-Cart 74.95 

Basic XL-Carl 74.95 

MAC/65-Cart 74.95 

DOS XL-D 27.95 

Aclion Aid-D 27.95 

SIERRA ON-LINE 

Aquatron-D 20.95 

Dark Cryslal-D 27.95 

Homeword Speller- D 34.95 

Homeword-D 49.95 

Oil's Well-D 23.95 

Prisoner- D 23.95 

Quest for Tires-0 23.95 

Ultima II - D 41.95 

Ultima l-D 23.95 

Wiztype-D 23.95 

SPINNAKER 

Adventure Creature -Cart 27.95 

Aerobics- D 30.95 

Ageian Voyage-Cart 27.95 

Alphabet Zoo-Cart 23.95 

Cosmic Lile-Cart 23.95 

Delta Drawing-Cart 27.95 

Grandma's House-D 23.95 

Jukebox-Carl 27.95 

Kids on Keys-Cart 23.95 



SPINNAKER (cont'd.) 

Kmdercomp-Cart 20.95 

Ranch-Cart 27 95 

Search/Amazing Thing-D 27 95 

Snooper -1 or-2-D 30 95 

Trains-D 27.95 

All in Ihe Color Caves -Cart. . 27.95 

Bubble Burst -Cart 27.95 

Kidwriter-D 23.95 

SSI 

Carrier Force -D 

Combat Leader-D/T 
Cosmic Balance ll-D . 
Cosmic Balance -D 



. 41.95 
..27.95 
. 27.95 
. 27.95 

Broadsides -D 27.95 



.55.95 
.27.95 
.34.95 
. 27.95 



. 23.95 
23.95 



War in Russia-D. . . 
50 Mission Crush -D. 

Questran -D 

Rails West-D 

SYNAPSE 

Air Support-D/T . . . 

Alley Cat-D/T 

Blue Max-D/T 23.95 

Dimension X-O/T 23.95 

Drelbs-D/T 23.95 

Electrician -D/T 23.95 

Encounter-D/T 23.95 

Fort Apocalypse-D/T 23.95 

Necromancer-D/T 23.95 

New York City-D/T 23.95 

Pharoah's Curse-D/T 23.95 

Quasimodo- D/T 23.95 

Rainbow Walker-D/T 23.95 

Relax Stress Reduction System . . . Call 

Shamus Case ll-D/T 23.95 

Zepplin-D/T 23.95 



To Order Call Toll Free 



For Technical Info, Order 
Inquiries, or for Wise. Orders 



800 ■ 558 ■ 0003 41 4 ■ 351 ■ 2007 



D-Disk T- Cassette 

Cart-Cartridge 




ORDERING INFORMATION Please specify system. For fast delivery send cashier's check, money order or direct bank transfers. Personal 
and company checks allow 2 weeks to clear. Charges for COD are $3.00. School Purchase Orders welcome. In CONTINENTAL USA, in- 
clude $3 00 shipping per software order. Include 3% shipping on all Hardware orders, minimum $3.00. Mastercard & Visa please include 
card U and expiration date. Wl residents please add 5% sales tax. HI, AK, FPO, APO, Canadian orders — add 5% shipping, minimum $5.00. 
All other foreign orders, please add 15% shipping, minimum $10.00. All goods are new and include factory warranty. Due to our low prices, 
all sales are final. All defective returns must have a return authorization number. Please call 414-351 -2007 to obtain an RA# or your return 
will NOT be accepted for replacement or repair. Prices and availability are subject to change without notice. 



COMPUTABILITY 

P.O. Box 17882 
Milwaukee. Wl 53217 

ORDER LINES OPEN 
Mon-Fri 11AM-7PMCST 
Sat 12 PM - 5 PM CST 



CIRCLE #118 ON READER SERVICE CARD 



SpartaDOS and ARCHIVER IF 




From the authors of the CHIP! 

SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for 
the Atari Home Computers™ Supports all Atari compatible densities - both single and double 
sided, 5V4 and 8 inch. 

UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities 
include: a sector copier, RS-232 handler, and DOS file translators. 

ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs 
on each disk. Includes an exceptional editor, a speed check, and is fully automatic. 
Available now for Atari 810 and 1050 drives! Coming soon for most other brands. 



Suggested Retail Price $129.95 (plus shipping and installation) 



See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from: 

Spartan Software 

Div. oflCD, Inc. 

828 Green Meadow Ave. 

Rockford.IL 61107 

815-229-2999 (1:00-9:00 p.m. CST) 

' Speed depends on drive hardware . A chip replacement is required for most drives. 

SpartaDOS, ARCHIVER It, and UltraSpeed are trademarks ot ICD, Inc. Atari is a registered trademark of Atari. Inc. 



CIRCLE #119 ON READER SERVICE CARD 



ANNOUNCING A MAJOR BREAKTHROUGH FOR ATARI COMPUTERS: 




The Superbly Engineered Indus GT™ Disk Drive The Critically Acclaimed Miles Accounting System IP 

PLUG-IN 



iljCWJ$C<Cfi 



ACCOUNTING 



•mv 



These state-of-the-art components 

transform any Atari computer 

into a powerful, productive business system. 



Here's the Facts on just how 



Go from 88K (or 127K) 
to an Astounding 180K! 

Your Indus GT disk drive opens 
the door to a whole new world 
of previously untapped 
computing power. The fact is, 
the other parts of your Atari, 
microprocessor and memory, 
are identical to those of an 
Apple //e. All your Atari ever 
needed was more disk storage... 
and with Indus you've got it. 



EQUIVALENT SYSTEM 
PRICE COMPARISONS: 


ATARI 


A 


• 






kooxl 


//« 


PC 


Computer w/64K and 2 Disk Drives 


1297 


2445 


2633 


Monitor with Interface and Cable 


121 


ihcl 


680 


Printer interface and Cable 


134 


120 


205 


: .Printer 


449 


449 


595 


TOTAL HARDWARE 


1991 


3014 


4113 


General Ledger 


145 


395 


595 


Accounts Receivable 


145 


395 


595 


Accounts Payable 


145 


395 


595 


Payroll 


FREE! 


395 


595 


TOTAL SOFTWARE 


435 


1590 


2380 


TOTAL PACKAGE 


2426 


4594 


6493 





Based on Manufactuers Suggested Retail Price 
as of 4/84. Actual dealer price may vary. 



Compare Indus GT 
performance with other drives. 

Housed in a sleek, compact cabinet, the Indus GT coordinates 
perfectly with your Atari computer. 

Reach track 39 in less than one second. Increase your Atari's transfer 
rate 400 percent using the exclusive Indus SychroMesh DataTransfer™ 
mode. Compare that to others' drives. 

And while you're 
comparing, consider 
the built-in software 
that comes with every 
Indus GT: A 
comprehensive word 
processing package, an 
electronic spreadsheet, 
and a data base 
manager. 

That adds up to 
formidable Atari 
performance at about 
half the price of an 
Apple; hardly a 
"games" machine! 




Reliability. 

Convenience. Protection. 

Take them for granted 

with Indus. 

A smart, smoked-glass dust 
cover, activated by air-drive. The 
AccuTouch™ push-button 
control system. These are just 
two of the extra operating 
innovations built into your Indus 
GT. These big steps beyond the 
ordinary assure hassle-free daily 
operation, and unusually long 
drive life. 

Innovations in convenience 
abound. Automatic display of 
head-positioning; LED-lit Busy 
and Protect lights, and a two- 
digit LED register, only scratch 
the surface. And every Indus GT 
includes a rugged, molded 
PortaCase™ that doubles as an 
80 disk library. 




The Indus GT is also the perfect 
storage peripheral to power the 
incomparable, Miles Accounting 
System II. 



Please send me information on Indus GT disk drives 
and the Miles Accounting System II business software. 



YES NO 

□ □ I currently own an 
Atari. Model # 

□ □ I currently own a 
disk drive. Brand: 



YOUR NAME 



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INDUS SYSTEMS 

9304 Deering Avenue 
Chatsworth, CA 91311 

■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■A (818) 882-9600 

-1984 Miles Computing Inc. and Indus Systems. Miles Accounting System II is a trademark ol Miles Computing Inc. Indus CTis a trademark of IndusSystems. Atari is a trademark of Atari Inc.a Warner Communications Co. 



□ I currently own 
Miles Accounting 
System II modules. 
They are: 



effective your Atari can be: 




The Finest Accounting Syste: 

The critics agree. Miles 
Accounting System II is not only 
the finest accounting system 
available for the Atari today, but 
it rivals any system available for 
other personal computers. And 
it's the other half of the 
astonishing new Atari business 
power package. 

While part of the overall 
Accounting System, the Miles 
Payroll System is particularly 
esteemed. Here's what 
respected computer industry 
publications have to say about it 



i available for the Atari today. 

"In all respects — 
features, performance, 
ease of use, docu- 
mentation and 
support — this is a 
professionally con- 
ceived and executed 
program. We look 
forward to other 
business software 
from Miles Computing 
that will serve the 
needs of Atari owners." 
" The performance of Miles Payroll system 
is excellent. It handles all its promised 
features quickly and easily. ...It is an easy- 
to-learn program that is very powerful." 
— InfoWorld 

" So much for the Atari's reputation of 
being a games-only machine." 

— Desktop Computing 



JniaWotld 

Miles 

Payroll System 

as.... 


Periofmance □ □ □ B 


Documenlalion D □ D 


Eoseof Use □ □ □ Is? 


Error Handling □ □ D & 





Take absolute, effortless 

Command of your firms 

Accounting needs... 

With one swift stroke. 

There are six modules in the 
Miles Accounting System II. 
Each can function independently 
of the others. But when linked 
together they can transform 
your Atari from a mild- 
mannered games machine into a 
powerful, integrated business 
productivity tool. 

Powerful but Simple. 

For all of it's versatility and sheer 
power, your "new" Atari system 
is utterly simple to use... even 
for beginners. 

As ingenious as the Miles 
Accounting System II is, the true 
genious is that the programs 
have been written to enable 
virtually anyone to master them 
quickly. And the documentation 
is excellent; logical, clear and 
concise. 

User support is guaranteed 
because Miles Computing is a 
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Miles Accounting System II. 






MILES COMPUTING INC. 

7136 Haskell Avenue, Suite 300 

Van Nuys, CA 91406 

(818) 994-7901 



Here's the Bottom Line: 

Buying an Atari computer is the 
best move you can make. With 
an Indus GT and Miles 
Accounting System II, there 
aren't any computer systems that 
can equal its new 
price/ performance. 



Special Offer. 

If you act quickly, you can select 
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FREE. 

Call today for more information, 
or mail the coupon in this ad. 



CIRCLE #120 ON READER SERVICE CARD Apple //e is a trademark of Apple Computer Inc. IBM PC is a trademark of Inlernalional Business Machines Inc. 



PAGE 34 



ANALOG COMPUTING 



ISSUE 21 





Table 1. 






Atspeller 


Spell Perfect 


Spell Wizard 


Price 


$39.95 


$79.95 


$49.95 


Requires (RAM) 


48K 


32K 


32K 


Features: 








Supports 2 drives 


yes 


yes 


yes 


Add corrections to: 








Master dictionary 


no 


yes 


yes 


User dictionary 


yes 


no 


yes 


Dictionary size 


30K 


30K 


33K 


Max. number 


1 


1/disk 


limited to 


user dictionaries 






disk size 


Output to: 








Screen 


yes 


yes 


yes 


Printer 


yes 


no 


yes 


Create new file 


no 


yes 


yes 


Re-write existing file 


yes 


yes 


yes 


Search dictionary 


yes 


yes 


yes 


Word proc. access 


yes 


yes 


yes 


Ignores types of 


no 


yes, less 


no 


words 




than 4 letters 




Backup prog. poss. 


yes 


yes 


no 


Performance: 








Total words in 


1591 


1233 


1569 


sample text file 








Time to: (seconds) 








Load program 


36 


10 


34 


Read file 




29 


24 


Read dictionary 


540 


95 


143 


Total time 


540 


124 


167 


Words/minute 


177 


597 


563 



ria for judging a program of this type. Ease of use is 
the other criterion. The Atari spelling checking 
programs are much easier to work with than Spell- 
star. It is important to realize that there are trade- 
offs with any program, and the choice finally comes 
down to deciding which program best suits your 
particular needs. 

Table 1 lists the various features of each of the 
spelling checking programs. As can be seen, Spell 
Perfect is the fastest (597 words per minute) at 
checking my sample text file containing 1569 words. 
Since LJK's program ignores words of three letters 
or less, the word count was only 1233. Atspeller 
was the slowest, at only 177 words per minute. This 
is partly the result of the program's reading both 
the dictionary and text files alternately, and display- 
ing the mismatches in reverse video on the screen. 

The text file 1 used for the benchmark is repre- 
sentative of what I typically write, and I have only 
used the main dictionary for checking. Creating a 
user dictionary will speed up the checking process 
at the expense of lengthening the dictionary load 
ing time. Obviously, more or less unknown words 
will affect the performance of the program. 

If only one disk drive is used with any of these 
programs, some disk swapping must occur. This is 
especially true when you decide to use the master 
dictionary to look up the spelling of a particular 



Software summary. 

Name: Atspeller 

Type: Spelling Checking Program 

System: Atari 400/800XL series 

Format: Disk 

Language: Machine Language 

Summary: An inexpensive spelling program that 
works with Atari DOS files. 

Manufacturer: Atari Program Exchange 
P.O. Box 3705 
Santa Clara, CA 95055 

Price: $39.95 

Name: Atspeller for AtariWriter 

Type: Spelling Checking Program 

System: Atari 400/800XL series 

Format: Disk 

Language: Machine Language 

Summary: An inexpensive spelling program that 
works with AtariWriter. 

Manufacturer: Atari Program Exchange 
P.O. Box 3705 
Santa Clara, CA 95055 

Price: $39.95 

Name: Spell Perfect 

Type: Spelling Checking Program 

System: Atari 400/800XL series 

Format: Disk 

Language: Machine Language 

Summary: A usable spelling program for LJK 

format files. 
Manufacturer: LJK Enterprises 

7852 Big Bend Blvd. 

St. Louis, MO 63119 

(314) 962-1855 
Price: $79.95 

Name: Spell Wizard 

Type: Spelling Checking Program 

System: Atari 400/800XL series 

Format: Disk 

Language: Machine Language 

Summary: A useful spelling program for Atari 

DOS files. The best value. 
Manufacturer: Datasoft, Inc. 

9421 Winnetka Ave. 

Chatsworth, CA 91311 

(213) 701-5161 
Price: $49.95 



word. I rarely use this dictionary look-up feature. 
Instead, I keep a pocket Webster's dictionary close 
at hand — I find it faster and easier to use. 

All of the programs described in this article are 
useful for checking your documents for spelling and 
typographical errors. As long as you keep in mind 
the inherent limitations of this type of program, 
any one will probably meet your casual writing 
needs. □ 



ISSUE 21 



ANALOG COMPUTING 



PAGE 35 




Avalanche 



16K Cassette or 24K Disk 



by Tommy Bennett 



This month, ANALOG continues its custom of 
printing assembly-language games with Avalanche, a 
public-domain game of skill for one player. 

Typing it in. 

Before typing anything, look at the listings accom- 
panying this article. 

Listing 1 is the BASIC data and data checking 
routine. This listing is used to create both cassette 
and disk versions of Avalanche. The data statements 
are listed in hexadecimal (base 16), so the program 
will fit in 16K cassette systems. This makes typing 
more difficult, but it's a necessary evil. 



Listing 2 is the assembly-language source code for 
Avalanche, created with the OSS MAC/65 assem- 
bler. You do not have to type this listing to play the 
game! It is included for those readers interested in 
assembly language. 

Follow the instructions below to make either a 
cassette or disk version of Avalanche. 

Cassette instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge, and verify your typing with 
C:CHECK (see page 27). 

2. Type RUN and press RETURN. The pro- 




RcBuildef lets your 
imagination mn wild! 



CIRCLE 



READER SERVICE CARD 



PIC-BUILDER 

Weekly Reader 
Family Software 

A division of Xerox Education Publications 
Middletown, CT 06457 



ISSUE 21 



ANALOG COMPUTING 



PAGE 37 



gram will begin and ask: 

MAKE CASSETTE C8) OR DISK (11? 

Type and press RETURN. The program will 
begin checking the DATA statements, printing 
the line number of each as it goes. It will alert 
you if it finds any problems. Fix any incorrect 
lines and re-RUN the program, if necessary, until 
all enors are eliminated. 

3. When all DATA lines are correct, the com- 
puter will beep twice and prompt you to "READY 
CASSETTE AND PRESS RETURN." Insert a 
blank cassette in your recorder, press the 
RECORD and PLAY buttons simultaneously and 
hit RETURN. The message "WRITING FILE" will 
appear, and the program will create a machine- 
language boot tape version of Avalanche, print- 
ing each DATA line number as it goes. When the 
READY prompt appears, the game is recorded and 
ready to play. CSAVE the BASIC program onto 
a separate tape before continuing. 

4. To play the game, rewind the tape created by 
the BASIC program to the beginning. Turn your 
computer OFF and remove all cartridges. Press 
the PLAY button on your recorder and turn ON 



your computer, while holding down the START 
key. If you have a 600 or 800XL computer, you 
must hold the START and OPTION keys when 
you turn on the power. The computer will "beep" 
once. Hit the RETURN key, and Avalanche will 
load and run automatically. 

Disk instructions. 

1. Type Listing 1 into your computer using the 
BASIC cartridge, and verify your typing with 
D:CHECK2 (see page 27). 

2. Type RUN and press RETURN. The pro- 
gram will ask: 

MAKE CASSETTE (8) OR DISK CD? 

Type 1 and press RETURN. The program will be- 
gin checking the DATA lines, printing the line 
number of each statement as it goes. It will alert 
you if it finds any problems. Fix incorrect lines 
and re-RUN the program, if necessary, until all 
errors are eliminated. 

3. When all DATA lines are correct, you will 
be prompted to "INSERT DISK WITH DOS, 
PRESS RETURN." Put a disk containing DOS 
2. OS into drive #1 and press RETURN. The 
message "WRITING FILE" will appear, and the 



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At last a program that will allow 
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P.O. BOX 388, HOLBROOK, N.Y. 11741 



[CIRCLE #122 ON READER SERVICE CARD| 



{Personal checks will have 
\o clear belore shipping ) 



PAGE 38 



ANALOG COMPUTING 



ISSUE 21 



program will create an AUTORUN.SYS file on 
the disk, displaying each DATA line number as it 
goes. When the READY prompt appears, the game 
is ready to play. Be sure the BASIC program is 
SAVEd before continuing. 

4- To play the game, insert the disk containing 
the AUTORUN.SYS file into drive #1. Turn your 
computer OFF, remove all cartridges arid turn the 
computer back ON. Avalanche will load and run 
automatically. 

Playing the game. 

Plug a joystick in port 1 and press the fire button 
to start the game. Up at the top of the screen is a 
letter "N" which stands for normal play. Pressing the 
OPTION key will switch this to an "H," which stands 
for hard play. 

The object of Avalanche is to claim the whole side 
of the mountain as yours. You claim each square by 
moving Leroy onto a square and changing it to the 
object color. The object color is indicated by the 
flashing arrows in the upper left corner. On the first 
level, you just have to jump on a square once to 
change it to the object color. On level two, you must 
jump on it twice, and so on. 

There are up to six different levels, each having 
four rounds. When you complete a round, you get 
a bonus of 1000 points. You'll receive 25 points for 
changing the color of a square. 

While you're doing all this, you also have to avoid 
the falling rocks and Big George. Big George wears 
a baseball hat and will chase after you. The only way 
you can get rid of him is to make him follow you in- 
to the path of a rock. If a rock hits him, he is out 
of commission for now, but he'll be back soon. There's 
also a little green man called Henry. Henry won't hurt 
you, but he will change the color of the squares back 
to their original. To stop him, all you have to do is 
touch him — and you'll get 200 points. 

You get an extra man at every 10,000 points. Leroy 
is moved via the joystick, in four diagonal directions. 
It may seem difficult to move at first, but you'll get 
used to it after a while. Happy gaming! D 



BASIC listing. 



18 REM *** AUALANCHE *** 

28 TRAP 28:? "MAKE CASSETTE I8J , OR DI 

SK {1J";:INPUT DSK;IF DSK>1 THEN 28 

38 TRAP 48880:DATA 8,1,2,3,4,5,6,7,8,9 

,8, 6, 8, 8, 8 ,8,8,18,11,12, 13, 14, 15 

48 DIM DATS t91) , HEX C22J : FOR X=8 TO 22: 

READ N:HEHtH)rH:MEKT K : LINE=998 : RESTOR 

E 1888: TRAP 128:? "CHECKING DATA" 

58 LINE=LIHE+18:? "LINE :"; LINE : READ DA 

TS:IF LENIDATS)<>90 THEN 228 

68 DATLIH=PEEK<183}+PEEK{184J*256:IF D 

ATLINOLINE THEN ? "LINE ";LINE;" MISS 

INC!": END 

78 FOR X=l TO 85 STEP 2 : DI=ASC tDATS <X, 

X3 J -48 : D2=ASC (DATS (X+I , X+1J J -48 : BYTE=H 

EX(D1J*16+HEX(D2) 



88 IF PASS=2 THEN PUT ttl, BYTE : NEXT X:R 

EAD CHKSUM:G0T0 58 

98 T8TAL=T0TAL+BYTE;IF T0TAL>999 THEN 

T0TAL=T0TAL-1888 

188 NEHT K:READ CHKSUM:IF TOTAL=CHKSUM 

THEN 58 
118 GOTO 228 

128 IF PEEK (195) <>6 THEN 228 
138 IF PA5S=8 THEN 178 
148 IF NOT D5K THEN 168 
158 PUT ttl,224:PUT tti,2:PUT tti,225:PUT 

ttl, 2: PUT ttl, 8: PUT ttl,32:CL0SE ttl: END 
168 FOR X=l TO 116:PUT ttl,8:NEXT X:CL0 
SE ttl: END 

178 IF NOT DSK THEN 288 
188 ? "INSERT DISK WITH DOS, PRESS RET 
URN";:DIM IN$(1):INPUT INS: OPEN ttl, 8, 8 
,"D:AUTORUN.SYS" 
198 PUT ttl, 255: PUT ttl, 255: PUT ttl, 8: PUT 

ttl,32:PUT ttl,99:PUT ttl,52:G0T0 218 
288 ? "READY CASSETTE AND PRESS RETURN 
";:0PEN ttl, 8.128, M C:":REST0RE 238:F0R 
X=l TO 40:READ N:PUT ttl,H:NEXT X 
218 ? :? "WRITING FILE":PASS=2:LINE=99 
8:REST0RE 1888:TRAP 128:G0T0 58 
228 ? "BAD DATA: LINE ";LINE;END 
238 DATA 8,42,216,31,255,31,169,8,141, 
47,2,169,68,141,2,211,169,8,141,231,2, 
133,14,169,56,141,232,2 

248 DATA 133,15,169,8,133,18,169,32,13 
3,11,24,96 

1800 DATA 2865E4A9888D08D2A9018584A9AE 
858520CF2C28DA21288C23288F2328FA2228AD 
23285D23A28FBDA6339D3E36,368 
1818 DATA BDB6339DBA37BDC6339DCE37CA18 
EBAD8482D8132e8C232eeF2328FA22205D23A9 
88854D4C8128AD1FD8C983D8,228 
1828 DATA 19A585C9AED888A9A88585A981D0 
86A9AE8585A988858428AA24A5858D8936A914 
28D3214C3C2828BD2128C821,64 
1838 DATA AD128689188D1236AD138689188D 
2636A207BD74339D4236CA18F7A97828D32128 
BD21A9148D8386AE1306BDD6,982 
1848 DATA 338DD822BDDB338DE822BDE8338D 
E522BDE5338DEA2220BC2320F124A9018D1486 
28AD23AD2886C981F8834C7A,23 
1858 DATA 21EE130628E323287924A908854D 
AD1386C905D013EE1206A9018D1386AD120685 
83200F234C1421A9888D8286,468 
I860 DATA 280F234C812028C821A284BD7C33 
9DBF37CA18F7AD120609188DC537A28BA9968D 
88D2A9A88D81D2A91C8DD822,117 
1878 DATA A9888DE022A98628D321A9328D80 
D2A9888DD822A91C8DE822A9O628D321CA18D0 
A9088D81D228C821AD1286C9,195 
1888 DATA 87D884A9868583A9088D20068D82 
064C8120C9e2F0834C9B21C689A20FA9788D88 
D28A09188D81D2A90528D321,414 
1898 DATA CA18ED4CA221C689A9818D6F022O 
7924A589D0OEA288BD81339D4236CA10F74C3C 
2028FA224C8128A213A9889D,121 
1188 DATA 3C36CA18FA68A227A9889DB837CA 
i0FA608582A582D0FC60A208BD00E09De038BD 
0OE19D0039CAD8F1A22FBDEA,942 
1118 DATA 339D1838CA10F7A9388DF482A93E 
8D2F02A9338D3102A9548D3082A9038DIDD8A9 
388D87D4A9268DC802A9348D,623 
1120 DATA C1028DC2028DC302A97C8D00DOA9 
748DB1D88D02D08D03D0A9818D6F02A98F8DC4 
82A9288DC582A9888DC682A9, 784 
1138 DATA D68DC702A9228D01O2A97D8D8882 
A222A874A987205CE4A900AA9D88369DF036E8 
E0FOD8F5A9C08D0ED468A582,393 
1148 DATA F0O2C6824C62E448A9448DOAD48D 
16D0A9228D8182A9928D8002684848A9588D8A 
D48D17D8A9228D8182A9A78D,269 
1158 DATA 0002684848A5CB8D8AD4C928D012 
A90085CBA5CC1886A90085CCF004A98E85CCA5 
CC8D16D0E6CBA9228DO182A9,692 
1168 DATA D68DOOO2684048A98E8D8AD48D16 
D0A9FC8D17D0A9928D18D8A9428D19D8A9228D 
0102A97D8D88026848A9468D,628 
1178 DATA 2836A95D8D2936A58938E9818918 
8D2A3660A9368581A9A98588A9818586A486B9 
1A3491808818F8A586186982,355 
1180 DATA C90FF0128586A5881869278588A5 
81690O85814C1B2320AA24A9OO8D12368D2636 
A2O5BD90339D8C36BD96339D, 791 



ISSUE 21 



ANALOG COMPUTING 



PAGE 39 



1190 DATA 2836CA10F16OA2O5A91G9D0O36BD 

8A339D5036CA10F2A9348D6636A92F8D6736A9 

078D8D36A9438D8E36A9448D,619 

1200 DATA 8F36A9888D9G366QA9018D120685 

838D1306A9048589A90O8D1406A9028D5A06A9 

608587 A?10858860A?e08Dei , 774 

1210 DATA D28DO3D28DO5D28DO7D260A583C9 

01FO84C9O4DO07ADEe228D942260C902F004C9 

05D0O7ADE5228D942260ADEA,29O 

1220 DATA 228D942260A214BD28348D00D2A9 

AA8DO1D2BD3D3420D32120E624CA1OE9A23C8E 

OOD220E624A90220D321E8E8,358 

1230 DATA E8E0519OEE8E0OD220E624A9022O 

D321CACACAEO39D0EEA9008DC8O2A9608587A2 

0A8AO9A08D01D2A90420D321,32 

1240 DATA CA1OF2A9008D01D2A209BD9C339D 

BD37CA10F7AD1C86186901C91AD018AD1BG618 

6961C91AD0OEAD1BO61869O1, 363 

1250 DATA 8D1BO68D0136A91O8D1C868D0236 

A9C820D32166ADO136C588F002BO0160E688E6 

8920FA22A202A9208D80D2AO,32 

1260 DATA OF9809AO8D01D2A9O320D3218810 

F2CA10EDA9008D01D260A5848D1C258D3325AD 

1206CS03DO11AD1306CS01FO,632 

1270 DATA O4C9O3DOO6A9OO8D332560AD1206 

C907D006A9088D1C2560C908F0E9C90990EAA9 

0O8D1C25F8DEA5871869O285,3O9 

1280 DATA 878DC8026O2O322C2OE32CAD2006 

C900F00160AD2A06C901D0O62058254C1525AD 

78028D31062O5825200226AD,882 

1290 DATA 5706C9O1D00BA9008D57062O4D27 

4C2F25A9618D5706AD5806C901D00BA90O8D58 

062O80254C4625A9O18D58O6,388 

1380 DATA 2OCA282O0C3220453I2O262C2O60 

314CF724AD2666C9O1DOO16OAD31O6C909D003 

4CQE2FC9O5DOO34C282FC906,853 

1310 DATA D0634C5C2FC90ADGO34C422F6OAD 

2706C9OlD60160AD3266C95eFee4EE32O66OAD 

3606C901D0O34CF525AD3906, 95 

1320 DATA C9O1F0OEADOAD2300160A9018D39 

O62OBA2EAD4206C901D0034CDE252OF42F2OF4 

2F2OF42F20F42FADOB86C96D J ,512 

1330 DATA B0O16OA9018D42068D27O6A9AF3D 

2E0660A9O18D3606AD0AD238O8A9008D3C864C 

F525A9018D3C06AD3C06C9O1,359 

1340 DATA DGG34CB82F4CCC2FAD2806C9O1D0 

0160AD3386C928F004EE33O66OAD46O6C901D0 

034CC826AD3406C901DOO34C732 

1350 DATA 5326AD1306C902D0034C3A26C904 

F0O34C5326AD4506C932FO12AD4706C9029O0B 

AD0AD23O66EE45064CC826AD,894 

1360 DATA 3706C901D0034CBB26AD3A06C901 

FO14AD0AD2300166A9018D3A068D34O6EE47O6 

2OCC2EAD43O6C981DO034CA4,976 

1370 DATA 262O493O2O493O2O493O204930AD 

0C06C96DB00160A9O18D43668D2806A9AF8D2F 

0666A9O18D3766AD0AD23008,426 

1380 DATA A9OO8D3D064CBB26A9618D3D06AD 

3DO6C901DO034C0D3O4C213OA9O18D4606A906 

8D4706AD4CO6C9O1DO034C4O,11 

1390 DATA 27AD4BO6C9O1F0O8A9018D4BO62O 

5O2DAD4DO6C981D0O34C172720493O20493O28 

493O204930ADOC06C968B0O1, 395 

140O DATA 6OA9O18D4D668D2806A9AF8D2FO6 

60A9O18D4C06EE4A0&EE4A66ADOAD2300EA900 

8D48O6EE49062O502D4C4O27,231 

1410 DATA A9O18D4806CE49O62O682DAD4806 

C961D0034COD304C213OAD29O6C901D0016OAD 

5O06C901D0834CF727AD35O6,37 

1420 DATA C9O1D0034C8227AD1306C963B0O3 

4C8227AD4EO6C9O29OO8ADOAD23O034CF727AD 

3806C901Dee34CEA27AD3B06 J 174 

1430 DATA C901F014ADOAD23OO16OA9018D3B 

068D35O6EE4E662OED2EAD4406C961D0634CD3 

2720DE3020DE3020DE3020DE, 533 

1440 DATA 3OADODO6C96DBeO16eA9O18D4406 

8D2906A9AF8D3OO66eA9018D38O6ADeAD23OO8 

A90O8D3EO64CEA27A9018D3E,486 

1450 DATA 06AD3E06C9O1DOO34C64304C783O 

A9O18D5ee6AD53O6C901D0034CAF28AD5106C9 

01F008A9018D510620B12DAD,512 

1460 DATA 5206C9O1D0834C41282ODE3O2ODE 

3020DE3020DE30ADOD06C962B0016OA9O18D52 

O68D2906A9AF8D308660A901, 558 

1470 DATA 8D53O6ADOee6CDO4O6BO32AD6106 

CD0586F0169O1428B12DCE0406EE0506EE05O6 

A90O8D4F064CAF282ODE2DCE, 389 



1480 DATA O4O6CEO506CE0506A9028D4F064C 

AF28ADOlQ6CDO5e6Fei69ei42OC92DEE0406EE 

0506EE0506A9018D4F064CAF,14 

1490 DATA 282OF32DEEO4O6CE6506CEO506A9 

O38D4F86AD4F66C9GOD0Q34C6430C901DQ034C 

7830C902D0034C8C304CA030,967 

1580 DATA AD26O6C9O1F0O34CFO29AD2DO68D 

01D2CE2D06AD2DO6C9AOFQG34CF029A9eO8Dei 

D28D26068D2A06A9088D0E06,237 

1510 DATA ADO4DOC9OODOO42O732E6O20DD2B 

AD1266C901DOO34C3C29C902DOO34C4C29C903 

DOO34C7F29C9O4DOO34C6629,308 

1520 DATA C905DOO34CA329C9O6D0O34CC629 

C907D0034C7F294CC629AD04D8C981D006EEO2 

O62O2A314CF029ADO4DOC901,83O 

1530 DATA DOO6202A314CFO29C902D0O6EE02 

062O33314CFO29ADO4DOC9O1DO09EE0206202A 

314CFO29CEO2062018314CFO,841 

1540 DATA 29AD04D0C981D006202A314CF029 

C902DOO62033314CFO29C904D056EEO2O6203C 

314CFO29ADO4DOC9O1D0062O,145 

1550 DATA 2A314CFO29C9O2D8O9EEO2062O33 

314CF029CE02O62G2A314CF029AD04DGC961D0 

062O2A314CFO29C9O2DO062O, 172 

1560 DATA 33314CFO29C9O4D009EE02e62O3C 

314CF029CE02O62O3331A2OOAOOO2O7F2BAD24 

O6C901Fee34ClA2AACeBO6A2,82O 

1570 DATA 0O8A99OO3DE8C8E00ADOF7A90O8D 

3206A2OO2eB82BAD46O6C961D0034CBE2AA201 

AOO22O7F2BAD24O6C901F8O3,237 

1580 DATA 4C512AAC0CO6A2008A99803EE8C8 

EOOAD0F7A9OO8D33O68D3406A2012OB82BAD5O 

06C9O1FO29A202A0O42O7F2B,522 

1590 DATA AD24O6C961FOO16OAC0D06A20O8A 

99003FC8E8EOOADOF7A9OO8D3506A2O226B82B 

60AD2966C901FO0160AD3066,978 

1600 DATA 8DO7D2CE30O6AD36O6C9AOF60166 

AD07D0C90ODO0CA9058D2306206E3220DA3160 

A90O8DO7D28D29O68D5306A9, 387 

1610 DATA O88D116660AD28O6C901F0O34C51 

2AAD2F068D05D2CE2F06AD2F06C9AOF6O34C51 

2AA9008DO5D2AD06DOC9e0D0,7e9 

1620 DATA 3220802DA9008D4B068D4D068D46 

068D4C068D28068D3306A90A8D4A06A9088D49 

068D1006A92D8D0C06A9748D,163 

1630 DATA O2DO8D696660A9008D28O68D4C06 

A9088D1006ADO6DOC901D0O16O20492BA94C85 

8AA933858BAD49068D5906AD, 255 

1640 DATA 4A668D5AO620282E6OAD1206C9O1 

F013C982FO17C9O3FO1BC904F007C9O5FOOB4C 

732BADO6DOC9O2FO1160AD06,646 

1650 DATA DOC9O4FO0960AD06DOC9O8FO0160 

CE02O66OBD27O6C9OlF6ei6OBD2EO69903D2DE 

2EO6BD2EO6C9AOF8O160A9OO,409 

1660 DATA 9903D2BDO5D0C90OD006A9O18D24 

6660A9Oe9D27069D3666A9689DOFO66OA9009D 

36O69D27069D39O69D42O68D,258 

1670 DATA 2486A9089DOFO6A92D9D0BO6BD54 

069DO1DO9DO8O66OAD31O6C9O9FO6DC905F013 

C906FO23C9OAFO156OCE8O06,373 

1680 DATA EE0106EE01066OEEOO06EEO166EE 

81666OCEOOO6CEOie6CEeiO660EEOee6CEOlO6 

CE01O66OADeO068D59O6AD01,878 

1690 DATA O68D5AO66OA2FFACO36688D0FDCA 

DeF760AD1486C9OODeilA90O8D0206A910A200 

9D1AO6E8E0O6DOF8A900A20O J ,893 

1700 DATA 9D2OO6E8E064DOF8A9088D0EO68D 

OFO68D10068DllO6A9O98DOeO6A9O88DeiO6A9 

OA8DO4668DO5O68D4A06A9O8, 457 

1710 DATA 8D49O6A97C8DO6068D00D0A9558D 

O7O6A9748DO8068D09068D01DO8D62D08D54O6 

8D5506A9848D0A068D56O68D,472 

1720 DATA O3DOA92D8DeBO68DOC868D0D6618 

A9AA8D6OD2696A8D02D269OA8D84D269OA8DO6 

D2A9018D1ED0A900A2FF9D00,790 

1730 DATA 3C9DOO3D9DOO3E9De03FCADeF16O 

AD25O6C909F011ACO766A2OOBDA43299OO3CC8 

E8EO10DOF460AD25O6C905FO,782 

1740 DATA 1420A02DAC0706A200BDB4329900 

3CC8E8E010D0F460AD2506C90AF01420A02DAC 

0706A2OOBDC43299OO3CC8E8, 589 

1750 DATA EOOFDOF46OAD25O6C966F0142OAO 

2DAC0786A200BDD33299003CC8E8E08FD0F460 

20802DAC0C86A200BDE23299,7O8 

1760 DATA OO3EE8C8EOODD0F420902D602080 

2DAC0C06A2OOBDEE3299O03EC8E8EOeDDOF420 

9O2D60AC0C06A2008A99O03E,592 



•5EE 
: 5P6C\AU 



DISK DRIVE 
HEADQUARTERS 

No Penalty For Using Your Credit Cards! 




COMPUTER 
PALACE 



Formerly 
Royal Software 



DOUBLE DENSITY* PRINTER PORT 

The TRAK drives are some of our best sellers. They offer true double- 
density storage and feature built-in parallel printer interfaces with print 
buffers. The AT-D2 is single-sided & the AT-D4 is a double-sided ver- 
sion providing twice the storage in the same size package. 

TRAK AT-D2 

Our Price $398 

TRAK AT-D4 

Our Price $529 

TRAKAT-S1 ... $289 plus frt 
(Double density Slave Drive for 
AT-D2, AT-D4) 



riajfTf3L.ur'»TBaiB9i 




• DOUBLE DENSITY • FREE SOFTWARE 

We recommend and sell more of these drives than any other. It offers true double 
density, and is so quiet and dependable that you forget that you are using a 
disk drive. A Beautiful Jet Black finish with flip-up smoked Plexiglas dust cover 
and LED readout make it a visual delight. Add to this, the FREE SOFTWARE 
(Word Processing, Spread-Sheet and Data-Base) and a Full One Year Warranty 
and you have a winner. Includes DOS-XL. 




INDUS GT 

Our Price $398 



PLUS FREIGHT 



No Penalty For 
Charge Cards! 



& NO. 1 BEST 
SELLER! 



ASTRA 1620 

Our Price $529 



PLUS FREIGHT 



No Penally For 
Charge Cards! 



• DOUBLE DENSITY 

• DOUBLE DRIVES 





AMDEK 
MICRO DRIVE 

• DOUBLE DENSITY 

• DOUBLE SIDED 

• 3" MICRO-FLOPPY 

• PRINTER PORT 

• DRIVE CONTROLLER 



This drive packs a lot of storage into a small package which is only a 
little larger than the Atari 810 drive. It features two (2) double-density 
drives with the storage capacity of four (4) Atari 810's! It offers two 
(2) I/O ports to allow daisy-chaining of another drive or other peri- 
pherals, and the colors of the housing match the new XL series com- 
puters. All in all, this is a whole lot of disk storage for the money. In- 
cludes DOS-XL. 



Now you can add the convenience and storage capacity of the new 3" micro-disk technology 
to your Atari. Each disk-cartridge can store 108K. and several software companies are 
releasing programs in this format (LJK. Continental, Broderbund, Penguin, for example). 
Also featured is a built-in parallel printer port and a disk drive controller which allows you 
to run any 5%" drive including the double-density/double-sided RCP 100 and 200 shown 
below left. Includes DOS-XL. No Penalty For No Penalty For 



AMDCI .... 
Single Drive 



Charge Cards! 

$499 



AMDCII SSSt\ 

Double Drive pDss 



ATARI 1050 

• DUAL (1V 2 ) DENSITY 




PLUS FREIGHT 



Special 
Offer' 



UP TO $70 SOFTWARE FREE 
WITH ANY DISK DRIVE PURCHASE!' 



Choose any TWO of these PROGRAMS FREE : 

• Repton • Wayout • Or. Goodcode's Cavern • Pathfinder • Match 
Racer • Vocabulary Builder 1 • Vocab. Bldr. 2 • Pre-School IQ Bldr 1 

• Pre-School IQ Bldr. 2 

• Note: Subject to supplies on hand. We reserve the right to substitute 
program(s) of equivalent value should your choice be out of stock. OFFER VALID 
FROM 7-1-84 to 9-30-84. 



RCP 

Add-On Drives 



if 



ci 



• Double Density 

• Double Sided 

For use with 
AMDEK or ATR-8000 

RCP 100 (1 Drive) 

S379 PLUS FRT 
RCP 200 (2 Drives) 

$595 PLUS FRT 



FREE CATALOG 

with any order. . .or send $1.00 (refundable 
with first purchase). 

This is the most comprehensive Atari 
reference catalog available! It contains 
over 3000 software & hardware listings 
with illustrations and descriptions ! 

// you don't have our catalog 

. . . you're missing out 




RAN A 1000 

Double Density 



NEW! 

ATX model with 
Full Year Warranty 



$349 



FRT 



PFRPflM NEW LOW 

PRICE! ,/M 



Model 88-S1PD 

• DOUBLE 
DENSITY 

• PRINTER 
PORT 

MODEL 40-S1 

(same as above, but 
without printer port) 
Only $339 + FRT. 



Only $369 

;+ FRT 





COMPUTER 
PALACE 




.V-^-X^// 



OPEN M-F. 9-6 Sat. 10-4 (Pacific Time) 

21 60 W. 1 1 th Avenue Eugene, Oregon 97402 1 



USE YOUR CREDIT CARD & CALL 

Toll Free 1-800-452-8013 
• ORDERS ONLY, PLEASE • 

There's never a penalty lor using your credit card! 
For Information, Call (503) 683-5361 



SHIPPING INFORMATION: 

Extra, based on actual weight 
of item(s). 

Please call (503) 683-5361 
or write for information. 



A 

ATARI 



CIRCLE #123 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 41 



1778 DATA E8C8E80FD0F760A9OD8D1566A90B 

8D2106A9C68DC28268AC8766A268A9O0990O3C 

C8E8E814D8F76020182EAC8D, 567 

1788 DATA 86A20eBDFA3299003FC8E8E012D8 

F428882E6020182EAC6D66A2eeBD0C33990O3F 

C8E8E012D0F46O2O182EAC0D,18O 

1798 DATA O6A2OOBD1E3399003FC8E8E812D8 

F46020182EACOD06A200BD3O3399003FC8E8E0 

i2D0F46OA9138D1686A9108D,928 

1800 DATA 1786A9568DC3O26OAC6D06A26O8A 

99863FC8E8E614D8F768AD5A06858BA9868581 

86880680A580858C8e888680,635 

1818 DATA 2681A58818658C8580A581696085 

81A580186D59068580A581690O8581A5801869 

668580A58169368581AO01B1,461 

1820 DATA 8A918688B18A918O6OA9O48D6F02 

A9028D0386284B31A9AA8D81D2AD07068D00D2 

C9F0F009209F2F20262C4C85, 75 

1838 DATA 2EA96F8D81D218A9828D66D26981 

20262CC9D2D0F4A9008D0OD28D01D2A9638D28 

0668AC0B06A2O0BD42339900, 639 

1848 DATA 3DC8E8E0OAD0F460AC0CO6A200BD 

423399003EE8C8E08AD0F4A9OA8D1586A9088D 

2106A9348DC28268ACOD86A2, 616 

1858 DATA O0BD423399003FC8E8EO0ADOF4A9 

0A8D16O6A9088D1706A9348DC302602OE32CA9 

818D2AO620762F209F2F209F,894 

1868 DATA 2FCE8E06D00320F930602OFC2CA9 

018D2A0620802F2O9F2F209F2FCE0E06D00320 

F9386O28182DA9818D2A0620, 527 

1878 DATA 762F208A2F208A2FCE8EO6D0O320 

F9306O20342DA9018D2A862O882F288A2F288A 

2FCE8E06D00320F9306OCE06,191 

1888 DATA O6AD66068D00D060EE0606AD0606 

8D80DO60AC0706A200B9003C99FF3BE8C8E8H 

D0F4CE070660A20O18AD07O6 J ,578 

1898 DATA 698EA8B9883C99813C88E8E8HD0 

F4EE07866020EO2F20F42F20F42FCE0F06D005 

A20020OD316020EA2F20F42F,109 

1980 DATA 20F42FCE8F06D805A200200D3160 

CE0806AD08O68D01D060EE6806AD08068D01D0 

60A20018AD0B066968A8896O,804 

1910 DATA 3D99013D88E8E80AD0F4EEOB0660 

203530204930204930CE1006D005A20120OD31 

60203F30204930204930CE1O,389 

1920 DATA O6D605A201200D3160CE0906AD09 

868D02D06OEE0906ADO9068D02D060A20018AD 

0CO66D2106A8B9003E99013E,861 

1938 DATA 88E8EC1506DOF3EE0C066020B430 

20DE3828DE30CE1186D005A202200D316020BE 

3020DE302ODE30CEil06D005,271 

1940 DATA A202200D316020B4302OC8302OC8 

30CE1106D005A202200D316O20BE3020C83020 

C830CE1106D005A20220OD31 J ,771 

1950 DATA 60CE6A86AD0A068D83D06OEE0AO6 

AD0A068D03D060AC0D86A2OOB90O3F99FF3EC8 

E8EC1606D0F3CE0D066OA200, 318 

I960 DATA 18AD8D866D1706A8B9083F99013F 

88E8EC1606D0F3EE0DO660A9018D26068D2A06 

A9AF8D2DO6AD31068D258660, 329 

1970 DATA A9019D27O6A9AF9D2E0660A94C85 

8AA933858B20193220192C2O282E68A94E858A 

A9334C1E31A950858AA9334C489 

1988 DATA 1E31A952858AA9334C1E31A9018D 

1ED060A90O8D03D28D02D28D05D28D04D28D07 

D28D06D260ADOCD0C9019038, 383 

1990 DATA C9O4D015AD4606C901D00E2OE72A 

A9028D2306206E324C9F31AD0CD0C988D007AD 

5O06C901F011AD2C06C9O4F0,747 

208O DATA 04EE2C0660A9028D200660A90O8D 

2CO6AD5086C901D068AD0FD0C901D011AD2B06 

C9O4FO04EE2BO660A9028D2O, 927 

2810 DATA 0660A9O08D2B06AD0FDOC902903C 

C904DOO7AD4606C901F03120182EA9008D5006 

8D29O68D52O68D51068D4E06, 719 

2820 DATA 8D5386A9OA8D84068D0506A9088D 

1186A92D8D8D86A9848D0A068D03D060AD0206 

C91CDO05A9018D200660A0O5, 285 

2830 DATA 18B91A866985C91AD815A9109988 

36991A0688B91A06186901991A064C4332A915 

990O36991AO688B91A061869,594 

2840 DATA O2C91AF007990036991A0660A910 

990O36991 A0688B91A06186981C91AF0ED990O 

3699 1A8660A00318B91A066D, 323 

2850 DATA 2306C91A902238E91A8D226618A9 

106D22O6990036991A86A9808D22068818B91A 

066901C91AF0E4990O36991A,929 



2O60 DATA 86600C1E3F2B2B3F2B371E1E1212 

1B366C483878FC04D4FCD4EC78784848D86C36 

120E1F37371F0F1F1FOE0A2E,397 

207O DATA 3E1BODO47OF8ECECF8F0F8F87O5O 

747CD8BO2OA050283C7E6A7E763C3C2436050A 

143C7E567E6E3C3C246C8C1E,56 

2O80 DATA 1EFF2B2BFFFF2D333F1E12121B36 

6C80307878FFD4D4FFFFB4CCFC784848D86C36 

0O0C1E1EFF2F2FFF7F2F1F3F,44 

2O90 DATA 1E12127E361B0O3O7878FFF4F4FF 

FEF4F8FC7848487E6CD808183C7EFFFFFF7E3C 

180O03O443448384C3C47O70,520 

210O DATA 7046003606068686868686060606 

0606O606O6060606O66606O606415433B2A5A1 

A4B98085852C6536652CA7A1,525 

2110 DATA ADA580AFB6A5B22328212E2725EC 

E5F6E5EC9AF2EFF5EEE49AA2AFAEB5B3801110 

1O1000OOOO002136212C212E,776 

2126 DATA 232825008800223980342F2D2D39 

0022252E2E253434A1AEA1ACAFA78OA3AFADBO 

B5B4A9AEA70OOF5A049C0086,624 

2138 DATA F66C92O01AA476540OC442226603 

8F3F7F3F0F0300C0FOFCFEFCF0C0000O066C18 

300060OO0C1E3F2B3F1E1236,228 

2148 DATA 088C7E7F7E0C080010307EFE7E3O 

1O0O03040304030403040304830403043C2F0O 

2F3C483C0O484O4840484880,84 

2158 DATA 5148514851486B6E676B87070707 

07070707070707070707070707000000006008 

000080000000000000008000,705 



CHECKSUM DATA 

(see page 27) 

10 DATA 18,351,496,811,423,729,280,603 

,555,573,694,613,29,205,214,6514 

160 DATA 144,198,962,780,491,30,155,18 

4,169,621,862,946,668,12,442,6584 

1868 DATA 897,714,698,848,986,912,855, 

985,987,65,924,599,637,973,536,11528 

1210 DATA 956,795,134,916,723,663,761, 

550,629,542,866,739,857,897,731,18759 

1360 DATA 841,601,905,501,765,733,777, 

790,893,765,712,884,963,768,75,18893 

1518 DATA 627,818,575,726,564,591,782, 

715,784,828,799,814,787,770,788,10672 

1660 DATA 602,821,759,837,828,696,8,89 

5,818,915,24,855,818,737,638,18251 

1810 DATA 395,770,633,883,888,799,667, 

838,693,698,445,628,626,337,58,9278 

1968 DATA 988,696,978,978,734,688,679, 

618,539,565,82,167,544,7,277,8516 

2118 DATA 887,728,736,381,774,3586 



Assembly language listing. 



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• D003 




P0PF 


m 


»D004 


(COLLISION 


P1PF 


m 


• D003 


1RESI9TERS 


P2PF 


m 


• D006 




P3PF 


a 


»D007 




P0PL 


m 


*D00C 




P3PL 


m 


• D00F 




QRACTL 


m 


»D01D 


; GRAPHICS CONTROL 


HITCLR 


m 


»D01E 


ICDLL1SI0N CLEAR 


WSYNC 


m 


• D40A 


(WAIT FOR SYNC 


Nil I EN 


m 


»D40E 


(INTERRUPT ENABLE 


PRIOR 


m 


»B2AF 


(PRIORITY 


DMACTL 


M 


»022F 


(DMA CONTROL 


AUDFl 


M 


• D200 


•AUDIO 


AUDC1 


■ 


• D201 


•REGISTERS 


AUDF2 


» 


• D202 





AUDC2 


m 


• D203 




AUDF3 


m 


• D204 




AUDC3 


m 


• D203 




AUDF4 


m 


• D206 




AUDC4 


m 


• 0207 




AUDCTL 


m 


• D20B 




SETVBV 


m 


• E43C 


IVBLANK SET 


X1TVBV 


m 


• E462 


!V8LANK EXIT 


SI01NV 


m 


• E463 


!3ID INIT 


CONSOL 


m 


• D01F 


; CONSOLE KEYS 


PC0LR2 


m 


• 02C2 


IP/M COLOR 


PC0LR3 


m 


»02C3 


1 


3TICK0 


M 


»0278 


I STICK 


STRIB 


m 


• 0284 


I3TICK TRIB8ER 


RANDOM 


m 


• D20A 


; RANDOM • 


ATRACT 


m 


»4D 


(ATTRACT MODE FLAB 


PMBASE 


m 


• D407 


;P/M ADDRESS 


DLISTL 


m 


• 0230 


(DISPLAY 


0LI3TH 


* 


• 0231 


IL13T ADDR 


PMAREA 


* 


• 3800 


)P/M MEMORY 


PLAY0 


■= 


PMAREA* 


• 0400 


PLAYl 


M 


PMAREA+ 


• 0300 


PLAY2 


■ 


PMAREA+»0600 


PLAY3 


m 


PNAREA+ 


• 0700 


DISP 


m 


• 3600 


(DISPLAY MEMORY 


DI3P1 


™ 


DI9P*20 




DISP2 


■ 


Dl3P«-40 




DISP3 


at 


DiaPt-60 




DISP4 


m 


DISP<-80 




DISP3 


■ 


DISPi-100 


DISP7 


■ 


DISP*140 


DISP22 


m 


DISP-l-440 


CH3ET 


■ 


• 3800 


ICHAR. SET ADDR 


IPABE 


VARIABLES 




' 


#— 


• 80 




LQ 


»■ 


♦ +1 


(2-BYTE. . . 


HI 


*■ 


*+l 


(WORK ADDRESS 


TIMER 


*« 


»fl 


(EVENT TIMER 


LVL 


• w 


»»1 


(LEVEL * 


OPT 


*m 


»*1 


(OPTION KEY FLAB 


T08 


*m 


•■■►1 


(EASY/HARD VALUE 


PADCT 


*■ 


»♦! 


(JUMPIN8 PAD INDEX 


COLR 


»■ 


«•♦! 


(COLOR WORK REG. 


PNT 


»« 


*+l 




TQH 


#■ 


»+l 


(LIVES 


FILE 


»» 


*+2 


(PAD COLOR POINTER 


T1HE34 


»• 


»♦! 


(PLOT WORK AREA 


[U9ER SYMBOLS ! ! ! 






»• 


•0600 




PCOL 


»■ 


*+l 


(PL COL • 


PROM 


»« 


»*1 


(PL ROM • 


NUM3Q 


*m 


»-M 


(• OF SQ'S 


TIME 


Wm 


»+l 


(DELAY TIM 


3C0L 


•m 


»+l 


(3NK COL • 


SROM 


*m 


»*1 


(3NK ROM t 


PXP03 


»B 


»+l 


(PL XPOS 


PYPOS 


*■ 


»*1 


(PL YPOS 


XP03P1 


*■ 


*+l 


(POSITIONS 


XP03P2 


#■ 


»-H 


(OF 


XP03P3 


*m 


n-1 


(PLAYERS. . 


YPOSP1 


*m 


»*1 


( 


YP0SP2 


#■ 


»*1 


< 


YP0SP3 


*'■ 


»*1 


I 


COUNT 1 


»» 


»-M 


( 


C0UNT2 


»■ 


••■"■l 


I 


COUNT3 


*• 


♦ ■M 


( 


COUNT4 


»« 


*+l 


i 


LEVEL 


»■ 


»+l 


( 


ROUND 


*m 


►♦1 


( 


START 


*■* 


»+l 




LENBTH 


*m 


»*t 


I 


LENQTH3 


*■* 


•♦1 




ADDNUM3 


#J» 


»>1 




PLAYER 


#M 


* + 2 




SCORE 


*■ 


»♦* 


(SCORE DIBITS 


BACK 


*■ 


»+l 


(PLAY END REASON 


ADDNUM 


• « 


*<-l 




ADD 


»■ 


•■el 




SUM 


#■ 


»+l 


(SCORE ADD VALUE 


FALOFF 


»« 


»+» 


(FALL FLAO 


DIRFLB 


»« 


•■■•■l 


(DIRECTION FLAB 


SOIFLB 


#« 


»♦! 


(SOUND FLASS 


302FL3 


»« 


»+l 




S03FLQ 


»■ 


»♦! 




S04FL8 


• ■> 


»*1 




M0VFL8 


#» 


»+l 


(MOVE FLAB 


WARN 


► ■ 


»+l 




WARN1 


#« 


»♦! 




PITCH! 


»K 


»+l 


(PITCH FL8 


PITCH2 


»■ 


»«-l 


I 


PITCH3 


»■ 


**1 


I 


PITCM4 


»» 


»*1 


( 


DIRECT 


#■ 


►*1 


(DIRECTION SAVE 


DRP1 


• M 


»*l 


(DROP FLA8S 


DRP2 


»■ 


• *1 




BAL1FL0 


»■ 


»♦! 


(ROCK FLAGS 


BAL2FLB 


*m 


»-»l 




B1MOV 


*m 


•♦t 


(ROCK MOV 



B2M0V 


mm 


• ♦1 


IFLAS'S. . 


B3M0V 


#« 


»+t 




B1DRP 


*• 


t»i 




B2DRP 


#« 


»♦! 




B3DRP 


*» 


»♦! 




B1DIR 


ttm 


»*1 




B2DIR 


»a 


»*1 




B3DIR 


»■ 


»*I 




B1DRM 


»a 


»*1 




B2DRM 


*- 


•♦1 




B3DRM 


*- = 


»+l 




FNBIDRP 


*m 


*+l 




FNB2DRP 


*» 


• •M 




FNB3DRP 


•■« 


••♦1 




MAN 


•a 


*+l 


(GREEN MAN 


BRNFLS 


*v 


*+l 


(GREEN MAN PRESENT 


0UTFLB2 


*m 


»*1 




8RNDIR 


*■ 


»1-1 


IBREEN DIRECTION 


BCOL 


*» 


»+J 


IBREEN MAN COLUMN 


SROM 


*= 


*+» 


(BREEN MAN ROM 


8RNDRP 


•a 


«"H 


IBREEN DROP FLA8 


SRNNOV 


»■ 


»+l 


(GREEN MOVE FLA8 


BRNFNDRP 


«■» 


»*1 


(BREEN DROP FINISH 


0UTFL8 


*■ 


»♦! 




BRDIR 


•m 


**1 


IBEOROE DIRECTION 


GR8FL8 


#- 


n-I 


(GEORGE PRESENT 


BRBDRP 


•■ 


»tl 


[GEORGE DROP 


FN8RDRP 


*m 


»+l 


(8EORBE DROP FINISH 


8R8M0V 


*m 


»fl 


(GEORGE MOVE FLAB 


HPQS 


*m 


•+3 


ITMP LOC. . 


TEMP 


Wm 


»+l 




TEMPI 


• B 


»+l 




COL 


#» 


»*1 


(PLOT COLUMN 


ROM 


»■ 


• ♦l 


(PLOT ROM 


(AVALANCHE CONTROL CODE 


' 


»» 


• 2000 




STRTIT 


JSR 


8I0INV 


UNIT SOUNDS 




LDA 


•0 


(SET AUDIO CONTROL 




STA 


AUDCTL 






LDA 


tt 


(SET EASY MODE 




STA 


OPT 






LDA 


• 174 






STA 


TOO 






JSR 


PMCLR 






JSR 


3ETCHR 


(SET UP CHARSET 




JSR 


INILVL 


(SET LEVEL INFO 




JSR 


SCREEN 


> INIT SCREEN 




JSR 


SHOLIV 


(3H0M LIVES 




JSR 


SNDQFF 


(NO SOUNDS 




JSR 


ZERQSC 


(ZERO SCORE 




LDX 


• 19 


(DISPLAY. . . 


3ETAUTH 


LDA 


TITLE. X 


(TITLE. 




STA 


DISP3*2 


X 




LDA 


AUTHOR, 


( (AUTHOR. 




STA 


DI3P22+2, X 



NEMLVL 
8H0LVL 



LDA MA8MS8.X (MAGAZINE 

STA DISP22*22,X 

DEX 

BPL SETAUTH 

LDA STRI8 



BNE N03TRB 
JSR INILVL 
JSR SCREEN 
JSR SHOLIV 
JSR ZEROSC 
LDA 00 
STA ATRACT 
JMP READY 
LDA CONSOL 
CMP »3 
BNE SHODIF 
LDA TOS 
CMP 0174 
BNE NORMAL 
LDA 0168 
STA TOO 
LDA 01 
BNE 3ETDIF 
LDA »174 
STA TOS 
LDA 00 
STA OPT 
JSR STODIF 
LDA TOS 
STA DIBP»9 
LDA 020 
JSR MAIT 
JMP CK8TR8 
JSR CLINE3 



(TRIG PRESSED? 

I NO! 

( INIT LEVEL 

( INIT SCREEN 

(SHOM LIVES 

I ZERO SCORE 

(NO ATTRACT MODE 

(80 TO IT! 

I BET CONSOLE 

(OPTION PRESSED? 

(NO! 

(SET DIFFICULTY 

( NORMAL? 

(NO. SET NORMAL 

(SET HARD 



(NORMAL DIFFICULTY 



(SAVE DIFF 
(AND INITIALIZE 
(BET DIFF CHAR 
(SHOM ON SCREEN 
(MAIT 20 JIFFIES 



(LOOP BACK 

(CLEAR SCREEN LINE 3 
JSR CLINE22 I AND LINE 22 
LDA LEVEL (SET LEVEL 
ORA 0*10 

STA DISP-HB I SHOM ON SCREEN 
LDA ROUND (SET ROUND 
ORA 0*10 

STA DISP1+18 (SHOM ON SCREEN 
LDX 07 (SHOM READY! 
LDA RDYMSB.X 
STA DISP3+6.X 
DEX 



DEAD2 
DEDSND 



BPL SHORDY 
LDA 0120 
JSR MAIT 
JSR CLINE3 
LDA 020 
STA TIME 
LDX ROUND 
LDA R1SET.X 
STA DLI4CI+1 
LDA R2SET.X 
STA DLI4C2+1 
LDA R33ET.X 
STA DLI4C3+1 
LDA R4SET.X 
8TA DL14C4fl 
JSR SETLD 
JSR GAME 
LDA 01 
STA START 
JSR SNDOFF 
LDA BACK 
CMP 01 
BEE LVLEND 
JMP CKDED2 
INC ROUND 
JSR BONUS 
JSR BONLIF 
LDA 00 
STA ATRACT 
LDA ROUND 
CMP 03 
BNE N0TR3 
INC LEVEL 
LDA 01 
STA ROUND 
LDA LEVEL 
STA LVL 
JSR SCREEN 
JMP NEMLVL 
LDA 00 
STA NUMSO 
JSR SCREEN 
JMP READY 



(MAIT 120 JIFFIES 
(ERASE LINE 3 



(GET ROUND 

I AND SET COLORS 



( INIT DIFF FACTORS 
(80 TO MAIN SAME 
(RESET START FLAB 

(TURN OFF SOUND 

I8ET PLAY END REASON 

(SCREEN COMPLETED? 

(YES! 

(NO, CHECK DEATH 

(NEXT ROUND 

(DO BONUS 

(CHECK BONUS LIFE 

I NO ATTRACT MODE 

(SET ROUND 

(ROUND 3? 

(NO! 

(NEXT LEVEL! 

(RESET ROUND 

(SAVE LEVEL 

(SET SCREEN 

INEH LEVEL 

10 OF SQUARES 



I 

m 

ro 



(SET COLORS 



(SET SCREEN 

I ME' RE READY! 
JSR CLINE22 I CLEAR LINE 22 
LDX 04 (NEH LEVEL MESSAGE 
LDA LVMSB, X 
STA DISP22+7.X 
DEX 

BPL SHOLVL 

LDA LEVEL (SHOW LEVEL 
ORA 0*10 
STA D13P22-1-13 

LDX 011 (MAKE LEVEL SOUND 
LDA 0130 (SET SOUND, 
STA AUDF1 
LDA 01&B 
STA AUDC1 
LDA 028 
STA DLI4C1+1 
LDA 0136 
STA DLI4C2+1 
LDA 06 (MAIT 
JSR MAIT 

LDA 030 (CHANGE SOUND 
STA AUDF1 

LDA 0136 (AND COLORS 
STA DLI4C11-1 
LDA 028 
STA DLI4C2-H 
LDA 06 (MAIT A8AIN 
JSR MAIT 
DEX 

BPL NL8ND 
LDA 00 
STA AUDC1 
JSR CLINE22 I ERASE LINE 22 

(SET LEVEL 

(LEVEL 7? 

(NO! 

(MAKE IT 6 ABAIN 



JIFFIES 



(MORE SOUNDS? 

[YES! 

(TURN OFF SOUND 



o 

CD 

O 
O 

TJ 

c 



Q 



LDA LEVEL 
CMP 07 
BNE N0T7 
LDA 06 
STA LVL 
LDA 00 
STA BACK 
STA NUMSO 
JMP READY 
CMP 02 
BES DEAD2 
JMP CKDED3 
DEC TOM 
LDX 013 
LDA 0120 
STA AUDF1 
TXA 

ORA 0*10 
STA AUDC1 
LDA 03 
JSR MAIT 
DEX 

BPL DEDSND 
JMP CHKEND 
DEC TOM 
LDA 01 
STA PRIOR 



(RESET PLAY FLA8 

(AND SBUARES 
(SO PLAY! 
(HIT BY ROCK? 
(YES! 

(NO. ME FELL. 
( 1 LES8 LIFE 
(DO DEATH SOUND 
(SET SOUND 



(MAIT 3 JIFFIES 

(NEXT SOUND 

(CHECK END OF GAME 
I 1 LESS LIFE 
(RESET PRIORITY 



CO 
CO 

c 
m 



NOTEND 
CLINE3 
CL3LP 

CLINE22 
CL2ZLP 



WAIT 
WAITLP 



SETCHR 
HOVCHR 



NOTIM 
DLIt 



J3R 
LDA 
BNE 
LDX 
LDA 
STfl 
DEX 
BPL 
JNP 
JSR 
JMP 
LDX 
LDA 
STA 
DEX 
BPL 
RTS 
LDX 
LDA 
STA 
DEX 
BPL 
RTB 
STA 
LDA 
BNE 
RTS 
LDX 
LDA 
STA 
LDA 
STA 
DEX 
BNE 
LDX 
LDA 
STA 
DEX 
BPL 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
9TA 
LDA 
STA 
STA 
STA 
LDA 
STA 
LDA 
STA 
STA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDX 
LDY 
LDA 
JSR 
LDA 
TAX 
STA 
STA 
INK 
CPX 
BNE 
LDA 
STA 
RTS 
LDA 
BEQ 
DEC 
J HP 
PHA 
LDA 
STA 
STA 
LDA 
9TA 
LDA 
STA 



BQNL1F (BONUS LIFE CHECK 

TOM (MORE LIVE8? 

NOTEND I YES! 

•S [NO, SHOW END ME83ASE 

ENDMSS.X 

D1SP3+A, X 



SHOEND 
CK3TRQ 
SHOLIV 
READY 

• 19 

• 
DI3P3.X 



DLIZ 
DLI2C1 



180 CHECK RESTART 

(SHOW LIVE3 LEFT 

I AND PLAY! 

I ERASE 3RD SCREEN LINE 



CL3LP 

#3? I ERASE LAST 2. 
• (SCREEN LINES 
DISP22.X 



TIMER 
TIMER 
WAITLP 



I SET TIMER 
;8ET TIMER 
(NOT ZERO YET 
(TIME'S UP! 
(COPY CHAR SET 



• 

*E000,X 
CH8ET.X 
»E100,X 
CHSET+»0100,X 

MOVCHR 

•47 (AND CHANQE. . . 
NEWCHR.X [THE CHARACTERS... 
CH3ET+24,X [WE'RE US1NB! 

CHQCHR 

• >CHSET [TURN ON. . . 
CHBA3E [OUT CHAR SET 
•62 (TURN ON DMA 
DMACTL 

» >DLIST [POINT TO. . . 
DLISTH (OUR... 

• <DLI3T [DISPLAY... 
DLI3TL [LIST! 

•3 [TURN ON GRAPHICS 
SRACTL 

• >PMAREA [SET P/H AREA 
PMBASE 

•38 [SET COLORS 
COLPM0 

• 32 
COLPMI 
C0LPM2 
C0LPM3 

• 124 
HPDSP0 

• 116 
HP0SP1 
HP0SP2 
HP09P3 

• 1 
PRIOR 

• IS 
COLPF0 

• 40 
C0LPF1 

• 136 
C0LPF2 
•214 
C0LPF3 
» >DLI1 
•0201 

• <DLI1 

• 0200 

• >VBLANK [SET VBLANK 

• < VBLANK 

• 7 
SETVBV 

•0 (CLEAR SCREEN 

DI3P.X 
DISP*240,X 

• 240 
CLSCRN 

•192 [TURN ON DLI, 
NMIEN [VBLANK! 

TIMER [SET TIMER 

NOTIM I IT' 8 ZERO! 

TIMER (DECREMENT TIMER 

XITVBV (ALL DONE! 

••44 [SET COLPF0 
USYNC 

• D016 

• >DL12 (POINT TO DLI »2 
•0201 

• <DLI2 

• 0200 



DLI3A 
DLI3B 



DLI 4 
DLI4C1 



DLI4C2 
DL14C3 
DLI4C4 



[SET P/M POSITIONS 



[SET PRIORITY 
[SET MISC. COLORS 



[POINT TO DLI 



SETPAD 
SPADLP 



ZEROSC 
ZSCLP 



PLA 
RTI 
PHA 
LDA 
STA 
STA 
LDA 
STA 
LDA 
STA 
PLA 
RTI 
PHA 
LDA 
STA 
CMP 
BNE 
LDA 
STA 
LDA 
BPL 
LDA 
8TA 
BED 
LDA 
STA 
LDA 
STA 
INC 
LDA 
STA 
LDA 
8TA 
PLA 
RTI 
PHA 
LDA 
3TA 
STA 
LDA 
3TA 
LDA 
3TA 
LDA 
8TA 
LDA 
STA 
LDA 
STA 
PLA 
RTI 
LDA 
STA 
LDA 
8TA 
LDA 
SEC 
SBC 
ORA 
STA 
RTS 
LDA 
3TA 
LDA 
8TA 
LDA 
STA 
LDY 
LDA 
STA 
DEY 
BPL 
LDA 
CLC 
ADC 
CMP 
BEQ 
STA 
LDA 
CLC 
ADC 
STA 
LDA 
ADC 
STA 
JMP 
JSR 
LDA 
STA 
STA 
LDX 
LDA 
STA 
LDA 
3TA 
DEX 
BPL 
RTS 
LDX 
LDA 
STA 
LDA 



|3ET C0LPF1 



••SB 

WSYNC 

• D017 

• >DLI3 [POINT TO DLI «3 

• 0201 

• <DLI3 

• 0200 



1T0SSLE. . . 
[FLA3HIN3.. . 
(ARROW. . . 
[COLORS 



• CB 
WSYNC 

• •28 
DLI3B 
•0 
•CB 
•CC 
DLI3A 

• 

• CC 
DLI3B 

• »8E 
•CC 
•CC 
•D016 
•CB 

• >DLI4 

• 0201 

• <DLI4 

• 0200 



• *0E 
WSYNC 

• D016 

• »FC 

• D017 

• •92 

• D018 

• •42 
•D019 

• >DLI1 

• 0201 

• <DLI1 

• 0200 



•70 

DI8P2 

•93 

DISP2-M 

TOM 

• 1 

• •IB 
DISP2+2 



• >CDIBP-H693 [POINT TO.. 
HI [PAD AREA 

• <CDlSP-fl69] [ON SCREEN 
LO 

•1 (AND SET UP PADS! 
PADCT 
PADCT 
PADATA.Y 
(L0> ,Y 

SPADLP 
PADCT 

•2 

• IS 

PADEND 
PADCT 
LO 

• 39 
LO 
HI 
•0 
HI 

8ETPAD 
STODIF 

•0 [ERASE 

DISPfIS [LEVEL « 
DISP+38 [ROUND • 



I POINT TO DLI »4 



[SET COLPF0 



[POINT TO DLI •! 



[HAN CHAR 

[EQUAL SI8N 

[BET • LIVES. 
[PUT ON SCREEN 



L14 
CL2S 

L23 
L36 



BONUS 

MUSLP 



•3 [SHOW LVL/RND MESSAaES 

LVLHSG.X 

DISP+12.X 

RNDMSB.X 

DISP1+12.X 

SETLR 

•S [ ZERO SCORE 

• 16 

DISP.X 

CHBNSB.X I8ET CHANBE TO H38 



STA 
DEX 
BPL 
LDA 
STA 
LDA 
STA 
LDA 
8TA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
RTB 
LDA 
STA 
8TA 
9TA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
RTS 
LDA 
8TA 
STA 
STA 
STA 
RTS 
LDA 
CMP 
BEQ 
CMP 
BNE 
LDA 
STA 
RTS 
CHP 
BEQ 
CMP 
BNE 
LDA 
STA 
RTS 
LDA 
STA 
RT8 
LDX 
LDA 
STA 
LDA 
STA 
LDA 
JSR 
JSR 
DEX 
BPL 
LDX 
STX 
JSR 
LDA 
JSR 
INX 
INX 
INX 
CPX 
BCC 
STX 
JSR 
LDA 
JSR 
DEX 
DEX 
DEX 
CPX 
BNE 
LDA 
3TA 
LDA 
STA 
LDX 
TXA 
ORA 
8TA 
LDA 
JSR 
DEX 
BPL 
LDA 
STA 
LDX 
LDA 
STA 
DEX 
BPL 



ZSCLP 

•32 [SET UP ARROWS 

DI3P3+2 (AND COLOR INDICATOR 

• 47 
DIBP3«-3 

• 7 
DI3P7+1 

• 67 
DISP7+2 

• 68 
DISP7*3 

•a 

DISP7*4 



CO 

co 

c 
m 

IV) 



[START AT 

[LEVEL 1, 

[ROUND 1 
[4 LIVES! 

[SET START FLAB 

[SET MISC VARIABLES 



[TURN OFF. . . 
[SOUND CHANNEL 1 
[SOUND CHANNEL 2 
[SOUND CHANNEL 3 
[SOUND CHANNEL 4 

(SET LEVEL 

[LEVEL 1? 

[YES! 

[LEVEL 4? 

[NO! CHECK 2/3 
-1 (SET COLOR 
•1 

(LEVEL 2? 

(YES! 

[LEVEL 3? 

[NO! 
-1 [SET COLOR 
•1 

•t I9ET COLOR 
•1 

[PLAY MUSIC 
[SET NOTE 



[SET DURATION 

[WAIT, 

[CYCLE COLORS 

(MORE NOTES? 

[YES! 

[DO DOWN-SLUR 



• 1 

LEVEL 
LVL 
ROUND 

• 4 
TOM 

• 
START 

• 2 
ROW 

• 96 
CQLR 

• 16 
PNT 

• 

AUDC1 
AUDC2 
AUDC3 
AUDC4 

LVL 

• 1 
L14 
•4 

CL23 

DLI4C2 

DLI2C1 

•2 
L2S 

•S 
L36 

DLI4C3-> 
DLZ2C14 

DL14C4-. 
DLI2C1* 

•20 

NOTE.X 

AUDFl 

••AA 

AUDC1 

DUR.X 

WAIT 

COLCYC 

MUSLP 

•60 

AUDFl 

COLCYC 

•2 

WAIT 



• Bl 

MDOWN 

AUDFl [NOW UP-SLUR 

COLCYC 

•2 

WAIT 



•37 
MUP 
•0 

COLBK 

•96 

COLR 

• 10 

•*A0 

AUDC1 

• 4 
WAIT 



> 

-z. 
> 

5 

o 

o 
o 

c 

H 

■z. 
o 



[RESET BACKEND COLOR 



[AND FADE OUT 

[LAST NOTE 



FADE 

• 

AUDC1 

•9 

BONMSB.X 

DISP22*3,X 

SHOBHS 



I SHUT OFF SOUND 
[SHOW BONUS MESSA8E 



i 

m 

■p.. 
co 





LDA 9C0RE+2 


(ADD 1000 POINTS 




cue 


ITD SCORE 




ADC tt 






CMP #26 






BNE SH0SP2 






LDfl SCORE-M 






CLC 






ADC »1 






CMP #26 






BNE SH03P2 






LDA SCQRE-M 






CLC 






ADC #1 






9TA SCORE+1 






STA DISP+l 






LDfl *14 




3HQBP2 


STfl SCORE+2 
3TA DISP+2 






LDA *200 


(WAIT 200 JIFFIES 




J9R WAIT 






RTS 




BONL I F 


LDA DISPf! 


■SET SCORE 




CUP PNT 


I > BONUS AMT? 




BED BRRET 


|NO! 




BC3 BONUSL 


JYE3! 


BRRET 


RTS 




BONUSL 


INC PNT 


IINC BONUS LEVEL 




INC TON 


I 1 MORE LIFE 




JSR SHOLIV 


ISHOH LIVES 




LDX *2 


!3 BONUS SOUNDS 




LDA (32 


IP1TCH - 32 




STA AUDF1 




BLS1 


LDY #13 


1 VOLUME IS 


BLB2 


TYA 

ORA »*A0 

STA AUDC1 






LDA *3 


■ LEAVE ON 3 JIFFIES 




JSR WAIT 






DEY 


(NEXT VOLUME 




BPL BLS2 






DEX 


■NEXT SOUND 




BPL BLS1 






LDA •• 


(TURN OFF SOUND 




STA AUDC1 






RTS 




STODIF 


LDA OPT 


ISET DIFF FLAB 




STA OPTNH-1 


I9T0RE IN... 




STA 0PTN2-H 


1 PR09RAM 




LDA LEVEL 


IQET LEVEL 




CMP #3 


(LEVEL 37 




BNE N0TL3 


INO! 




LDA ROUND 


ISET ROUND 




CMP 01 


1 ROUND 17 




BEO SET1 


■ YES! 




CMP #3 


J ROUND 37 




BNE N0TL3 


INO! 


SET1 


LDA 00 

STA 0PTN2+1 


ISET DIFFICULTY 


DIFRT8 


RTS 




N0TL3 


LDA LEVEL 


ISET LEVEL # 




CMP #7 


ILEVEL 77 




BNE NOTL7 


INO! 




LDA #a 


ISET DIFF 




STA OPTN1+1 






RTS 




N0TL7 


CMP #8 


ILEVEL 87 




BEO SET I 


IYES! 




CMP 09 


ILEVEL 9? 




BCC DIFRT9 


INO! 




LDA 00 


ISET DIFF 




3TA OPTN1+1 






BEO 8ET1 




CDLCYC 


LDA COLR 


|8ET COLOR FLAB 




CLC 


IADD 2 




ADC «2 






STA COLR 


ISAVE IT 




STA COLBK 


IAND SET BACKBND 




RTS 





I 

I 

I START OF PROBRAM 



I 



I MA IN LOOP 

I 

I 
MAIN 



J8R SETUP 
JSR FI81 



LDA BACK 

CMP »»00 

BEO CHKSTK 

RTS 
CHKSTK LDA MOVFLB 

CMP 01 

BNE Al 

JSR MOVE. MAN IYES, 

JMP A2 
Al LDA STICK0 I CHK STICK 

STA DIRECT I SAVE STICK P09 

JSR MOVE. MAN I MOVE MAN 



I BACK TO 

I CONTROLLER? 
Iy«». . . 
I ALREADY 

IMOVIN 

INO! 

MOVE MAN 



A2 


JSR 


R0CK2 


1 HANDLE ROCK 2 




LDA 


TEMP 


IBET ADVANCE FLA8 


OPTN1 


CMP 


01 


|0/l SETS DIFFICULTY 




BNE 


A6 


|NO ADVANCE! 




LDA 


#0 


1 RESET ADV FLAB 




STA 


TEMP 






JSR 


ROCK3 


1 HANDLE ROCK 3 




JMP 


A3 


I8KIP NEXT CODE 


A& 


LDA 


• 1 


|3ET ADV FLAB 




STA 


TEMP 




A3 


LDA 


TEMPI 


IBET ADV FLAB 2 


OPTN2 


CMP 


• 1 


10/1 9ET8 DIFFICULTY 




BNE 


A3 


|NO ADVANCE! 




LDA 


#0 


I RESET ADV FLAB 2 




STA 


TEMPI 






JSR 


ROCK1 


1 HANDLE ROCK 1 




JMP 


A4 




A3 


LDA 


01 


■SET ADVANCE FLAB 




STA 


TEMPI 




A4 


JSR 


SOUND 


IDO SOUNDS 




JSR 


CHECK 


I CHECK SBUARES HIT 




JSR 


CLEAR 


IRESET P/M COLLISION 




JSR 


DELAY 


I DELAY... 




JSR 


PL. PL 


I CHECK PLR-PLR COLL. 




JMP 


MAIN 


|80 A8AIN 


IMOVE 


MAN SUBROUTINE 




HOVE. MAN LDA 


S01FL8 


ICHK 80UND 




CMP 


• 1 


IFLS 




BNE 


CHECKDIR 




RT3 






CHECKDIR LDA 


DIRECT 


ISET STICK 




CMP 


09 


■DIRECTION 




BNE 


Bl 






JMP 


DNLEFT0 


IDOMN & LEFT 


Bl 


CMP 


03 






BNE 


B2 






JMP 


DNRIBHT0 I DOWN V RI8HT 


B2 


CMP 


#4 






BNE 


B3 






JMP 


UPRIBHT0 IUP * R19HT 


B3 


CMP 


#10 






BNE 


B4 






JMP 


UPLEFT0 


IUP It LEFT 


B4 
1 


RT9 


S02FL8 




I ROCK I 


SUB 




ROCK1 


LDA 


1 SOUND 0N7 




CMP 


01 






BNE 


CI 


INO! 




RTS 






CI 


LDA 


DRPl 


IDROPPINB? 




CMP 


080 






BEQ 


Cll 


INO! 




INC 


DRPl 


INEXT DROP 




RTS 






Cll 


LDA 


BIMOV 


! MOVING. . . 




CMP 


#1 






BNE 


C2 






JMP 


MOVF1 


IYES. . . 


C2 


LDA 


B1DRP 


IDRQPED?? 




CMP 


• 1 






BEQ 


C3 


IYES 




LDA 


RANDOM 


INOT YET. . 




BMI 


C4 






RTS 




IDONT DROP 


C4 


LDA 


01 


I9ET DRP. . 




STA 


B1DRP 






JSR 


BALI DRW 


IDRAH ROCK 


C3 


LDA 


FNB1DRP 


[FINISHED. . 




CMP 


01 






BNE 


DROP1 


INO. . . 




JMP 


8ETDIR1 




DROP1 


JSR 


DOWN1 


■DROP 




JSR 


DQHN1 






JSR 


DONN1 






JSR 


DOMN1 






LDA 


YPOSP1 


■FINISHED. . 




CMP 


• 10? 






bcs 


Dl 


IYES 




RTS 




INO. 


Dl 


LDA 


01 






STA 


FN81DRP 


ISET FL8. . 




STA 


S02FLB 


1 SOUND FLS 




LDA 


• *AF 






STA 


PITCH2 


IPITCH. . . 


1 
BETDIR 


RTS 




■RETURN 


1 LDA 


01 


IBET DIRECT 




STA 


BIMOV 






LDA 


RANDOM 






BMI 


El 






LDA 


00 


I0-DNRI8HT 




STA 


B1DIR 






JMP 


MOVE1 





El 


LDA 01 


(1-DNLEFT 


M0VE1 


STA B1DIR 




LDA B1DIR 


(WHICH MAY? 




CMP 01 


IDNLEFT?? 




BNE Fl 


INO. ... 




JMP DNLEFT1 


IYES. .. 


Fl 

1 


JMP DNRI8HT1 


■ROCK 2 
R0CK2 


SUB 




LDA S03FLB 


(SOUND ON? 




CMP #1 






BNE 01 


■ NO! 




RTS 




1 
81 


LDA DRP2 
CMP #40 


IDR0PPIN8? 




BEC 811 


INO! 




INC DRP2 


1 INC DROP COUNT 




RTS 




811 


LDA 8RNFLB 


ISRN MAN 




CMP 01 


■ OUT 




BNE 82 






JMP 8REEN 


IYES... 


82 


LDA BAL1FLS 
CMP 01 
BNE S3 


IROCK OUT?? 




JMP M0VBAL2 


IYES. .. 


83 


LDA ROUND 


■CAN SREEN 




CMP 02 


(COME OUT?? 




BNE 84 


(NO. . . 




JMP BRNCAN 


IYE8.. . 


84 


CMP #4 
BEQ BRNCAN 






JMP MQVBAL2 


INO 


BRNCAN 


LDA MAN 
CMP 030 
BES M0VBAL2 






LDA 0UTFLS2 


IROCK COME 




CMP #2 


! TWICE. . .. 




BCC M0VBAL2 






LDA RANDOM 


IBREEN OR 




BMI M0VBAL2 


IROCK. ... 




INC MAN 


1 IT'S SREEN MAN 




JMP 8REEN 




H0V8AL2 


LDA 82H0V 
CMP 01 


(M0VIN8 




BNE H2 


(NO. . . 




JMP M0VE2 


(YES 


H2 


LDA B2DRP 
CMP #1 


■DROPPED?? 




BEO H3 


■YES. . . 




LDA RANDOM 


INOT YET 




BMI H4 






RTS 




H4 


LDA 01 
STA B2DRP 
STA 8AL1FL8 
INC 0UTFLB2 


ISET DRP. . 




JSR BAL2DRM 


IDRAH ROCK 


H3 


LDA FNB2DRP 
CMP 01 


■FINISHED. . 




BNE DR0P2 


INO.. . 


1 

DR0P2 


JMP 8ETD1R2 




JSR D0UN2 


(ADVANCE. .. 




JSR D0HN2 


IFOUR 




JSR D0HN2 


■TIMES 




JSR D0WN2 






LDA YP03P2 


(DONE DROPPINB? 




CMP 0109 






BCS 11 


[YES! 




RTS 




11 


LDA 01 

STA FNB2DRP 

STA S03FLS 


(FINISHED! 




LDA #*AF 


(SET SOUND 3 




STA PITCH3 




8ETDIR2 


RTS 




LDA 01 


(ROCK 2 M0VIN8 




STA B2M0V 






LDA RANDOM 


(BET RANDOM DIR 




BMI Jl 






LDA 00 


( IT'S DOWN ti RIS 




STA B2DIR 






JMP M0VE2 


(80 MOVE IT! 


Jl 


LDA 01 
STA B2DIR 


[ IT' 8 DOWN t LEF 


M0VE2 


LDA B2DIR 


(WHICH DIR 




CMP 01 


(DN fc LEFT? 




BNE Kl 


(NO! 




JMP DNLEFT2 




Kl 


JMP DNRIBHT2 




GREEN 


LDA 01 

STA BRNFLB 


■SET BRNFLB 



I 

rn 



> 

> 

r - 
O 
O 

O 
O 

c 

H 

■z. 
o 



CO 
CO 

c 
m 

l\3 



LI 



L2 



LDA 
BTA 
LDA 
CMP 
BNE 
JHP 
LDA 
CMP 
BEQ 
LDA 
STA 
J8R 
LDA 
CMP 
BNE 
JMP 

DROPBRN JSR 
JSR 
JSR 
J8R 
LDA 
CMP 
BCS 
RT8 

Ml LDA 
8TA 
STA 
LDA 
STA 
RTS 

I 

QED1RQRM LDA 
STA 
INC 
INC 
LDA 
BHI 
LDA 
STA 
INC 
JSR 
JMP 

Nl LDA 
STA 
DEC 
J3R 



•0 

OUTFLB2 

BRNMOV 

tl 

LI 



I MOVING? 



I HO! 

HOVEBRN I YES, MOVE IT! 
GRNDRP I DROP YET? 



JSR D0WN3 

LDA YP08P3 

CMP 010? 

BCB Rl 
RTS 

LDA *1 



ITIMES 

I DROP DONE? 



I SET DROP. 



• 1 
L2 

tt 

8RNDRP 

BRN0 



I NO! 

I8ET FLB 

(FOR DROP 

I DRAM 

BRNFNDRP I DROP DONE? 
• 1 

DROPBRN I NO! 

8EDIRSRN IYES, SET DIRECTION 
D0UN2 I MOVE... 



STA FNB3DRP I FINISH FLAB 
STA S04FLS 



I AND SOUND! 



D0WN2 
D0WN2 
D0HN2 
YP0SP2 

»1S4 
HI 



f DOWN 

I FOUR. .. 
I TIMES! 
(DROP DONE? 

I YES! 



■SET ROCK 3 MOVE FLAB 
I SET RANDOM CHANCE 



IDOMN & RIGHT! 



#1 I SET DROP DONE FLAG 

8RNFNDRP 

S03FL8 

• »AF I AND SOUND! 

PITCH3 



Tl 

I 

8E0RBE 



LDA #»AF 
STA PITCH4 
RTS 

LDA tt 
STA B3H0V 
LDA RANDOM 
BMI SI 
LDA *0 
STA B3DIR 
JMP M0VE3 
LDA #1 
STA B3DIR 



LDA B3DIR I SET ROCK 3 DIRECTION 

CMP *1 I DOWN * LEFT? 

BNE Tl | NO! 

JMP DNLEFT3 IHOVE IT! 

JMP DNRIBHT3 IDITTO! 



I HOVE IT 

I DOWN & LEFT! 



tl 

GRNMOV 

8R0W 

BROW 

RANDOM 

Nl 

BRNDIR 

BCQL 

8RN0 

M0VE8RN 
• 1 
BRNDIR 

acoL 

SRNl 



I SET GREEN HOVE FLAG 

I INC GREEN ROM 

I GET RANDOM COL HOVE 

IDOHN * RIGHT 

f INCREMENT COLUMN 
(DRAW FACING RIGHT 
I AND HOVE HIH! 
■DOWN & LEFT 

I DEC COLUHN 

I DRAW FACING LEFT 



LDA 
STA 
LDA 
CHP 
BNE 
JMP 
LDA 
CMP 
BEQ 
LDA 
8TA 
JSR 
LDA 
CHP 
BNE 
JHP 



• 1 • 
8RQFLG t 
SRBHQV ; 

• 1 

Ul I 

M0VGR8 I 

BRGDRP I 

II 

U2 I 

• 1 I 
GRBDRP I 
GEORGE* I 
FNBRDRP I 

• 1 

DR0PGR8 I 
GETDR8RB 



SET. . . 
BEORBE FLAG 
GEORGE MOVING? 

NO! 

GO HOVE HIH! 

GEORGE DROPPING? 

YES! 

OK, START... 
BEORBE DROP 
6E0RGE FACING LEFT 
GEORGE DROP DONE? 

NO. DROP HIM! 

I8ET GEOROE DIRECTION 



HOVEBRN LDA 
CMP 
BNE 
JHP 

01 JHP 

I 

I 

1 ROCK 3 SUB 

R0CK3 LDA 
CHP 
BNE 
RT8 

PI LDA 
CHP 
BNE 
JMP 

P2 LDA 
CMP 
BNE 
JMP 

P3 LDA 
CHP 
BCS 
JMP 

I 

SRSCAN LDA 
CMP 
BCC 
LDA 
BMI 
JHP 

I 

M0VBAL3 LDA 
CMP 
BNE 
JHP 

02 LDA 
CMP 
BEQ 
LDA 
BMI 
RTS 

Q4 LDA 
STA 
STA 
INC 
JSR 

Q3 LDA 
CMP 
BNE 
JMP 

I 

DR0P3 JSR 
JSR 
JSR 



BRNDIR ISET DIRECTION 
tl | DOWN S, LEFT? 
01 INO! 
DNLEFT2 l MOVE IT! 
DNR1SHT2 IDITTO! 



S04FLG 

tl 

PI 

8R8FLG 

tl 

P2 

BEORBE 

BAL2FL8 

tl 

P3 

H0VBAL3 

ROUND 

*3 

GR8CAN 

H0VBAL3 

OUTFLS 

*2 

M0VBAL3 

RANDOM 

M0VBAL3 

8E0R8E 

B3H0V 

tl 

02 

H0VE3 

B3DRP 

tl 

03 

RANDOM 

Q4 

tt 

B3DRP 

BAL2FLG 

0UTFL8 

BAL3DRW 

FNB3DRP 

tl 

DR0P3 

BETDIR3 

D0WN3 
DOWN3 
D0WN3 



I SOUND ON? 

INO! 

I GEORGE ON? 

INO! 

(HANDLE BEORBE 

I ROCK 2 OUT? 

INO! 

I HOVE ROCK 3 

I GET ROUND 

IROUND 3/4? 

I YES, BRING OUT GEORGE! 

I HOVE ROCK 3! 

I CAN GEORGE... 
ICOHE OUT? 
INO. DO ROCK 3 

I GET RANDOH CHANCE 

INO. HE CAN'T 
ICOHE ON, GEORGE! 

■ROCK 3 MOVING? 

I NO! 

I MOVE IT! 

I ROCK 3 DROPPING? 

IYES! 

I READY TO DROP? 

I YES! 

I9ET DROP FLAB 



I INC GEORGE CHANCE 

I DRAW ROCK 3 

I IB ROCK 3. . . 

I DROP COMPLETE? 

INO! 

IYES, BET DIRECTION 

I MOVE 

(DOWN 

I FOUR.. . 



JSR D0WN3 

JSR D0WN3 

JSR D0MN3 

JSR D0WN3 

LDA YP0SP3 

CHP 098 

BCS VI 

RT9 

LDA tl 

BTA FNGRDRP I DONE FLAG 

STA S04FL8 

LDA 0»AF ISET SOUND 

STA PITCH4 

RTS 



■MOVE GEORGE 

IDOHN... 
■FOUR. .. 
ITIMES! 
■DROP DONE? 

IYES! 

ISET GEORGE'S DROP. 



LDA 


tl 


ISET 8E0RGE. . . 


STA 


8RBM0V 


IH0VIN8 FLAG 


LDA 


PCOL 


IGET DIRECTION... 


CHP 


acoL 


■BASED ON PLAYER P08 


BCS 


RIGHT 


ISO RIGHT! 


LDA 


PRON 


IGET UP /DOWN 


CHP 


SROW 




BEQ 


HI 


IUP! 


BCC 


HI 


IUP! 


JSR 


GEORGES 


■ FACING LEFT Sc DOWN 


DEC 


8CQL 


IHOVE LEFT 


INC 


SROH 


■HOVE DOWN. .. 


INC 


SROH 


12 TIME8 


LDA 


*a 


|« - DOWN t< LEFT 


STA 


GRDIR 




JHP 


HOVGRG 


■MOVE GEORGE! 


JSR 


SE0RGE2 


(FACING LEFT & UP 


DEC 


SCOL 


■HOVE LEFT 


DEC 


SROH 


■HOVE UP 


DEC 


SROH 


■2 TIMES 


LDA 


12 


12 - UP tt LEFT 


STA 


GRDIR 




JHP 


MOVSRa 


IHOVE GEORBE! 


LDA 


PROH 


IGET UP/DOHN 


CHP 


SROH 




BEQ 


XI 


|UP! 


BCC 


XI 


IUP! 


JSR 


GEORGE 1 


■FACING RIGHT fc DOHN 


INC 


SCOL 


■HOVE RIGHT 


INC 


SROH 


IHOVE DOHN.. . 


INC 


SROH 


■2 TIHES 


LDA 


tl 


I 1 - RIGHT l> DOHN 


8TA 


GRDIR 




JHP 


HOVGRG 


■HOVE GEORGE! 


JSR 


5E0RGE3 


■FACING RIGHT fc UP 


INC 


acoL 


IHOVE RIGHT 


DEC 


SROH 


IMOVE UP. . . 


DEC 


SROH 


12 TIMES 


LDA 


*3 


13 - RIGHT Is UP 


STA 


GRDIR 




LDA 


GRDIR 


IQET GEORGE DIRECT1Q 





CMP 


M 


■ DOWN Is LEFT? 




BNE 


Yt 


■ NO! 




JMP 


DNLEFT3 




Yl 


CHP 


tl 


(DOWN fc RIGHT? 




BNE 


Y2 


INO! 




JHP 


DNRI8HT3 


Y2 


CHP 


ta 


■UP d LEFT? 




BNE 


Y3 


INO! 




JMP 


UPLEFT3 




Y3 
1 


JHP 


UPRIBHT3 


1 BOUND 


SUBROUTINE 




SOUND 


LDA 


901FLG 


■SOUND 1 ON? 




CHP 


tl 






BEQ 


Zl 


|YE8! 




JHP 


802 


■NO. DO SOUND 2 
(SET SOUND 1 PITCH 


21 


LDA 


PITCH1 




STA 


AUDC1 






DEC 


PITCH1 


■NEXT PITCH 




LDA 


PITCH1 


■GET PITCH 




CHP 


MM 


IALL DONE? 




BEQ 


Z2 


IYE8! 




JHP 


S02 




Z2 


LDA 


00 


(TURN OFF... 




STA 


AUDC1 


■SOUND 1, 




STA 


S01FL8 


■SOUND 1 FLAB, 




STA 


HOVFLB 


(MOVEMENT FLAB 




LDA 


ta 






STA 


COUNT 1 






LDA 


P0PF 


(MAN ON SQUARE? 




CHP 


10 






BNE 


BETLEVEL |YE8! 




JSR 


FALL 


■UH-OH, HE FELL! 
■HE' a 6k 




RTB 




BETLEVEL JSR 


UPDATHAN IHOVE HAN 




LDA 


LEVEL 


■80 TO. .. 




CHP 


tt 


■ APPROPRIATE. .. 




BNE 


AA1 


■LEVEL HANDLER! 




JHP 


LEVEL1 




AA1 


CHP 


t2 






BNE 


AA2 






JHP 


LEVEL2 




AA2 


CHP 


03 






BNE 


AA4 






JHP 


LEVELS 




AA4 


CHP 


04 






SHE 


AAS 






JHP 


LEVEL4 




AAS 


CHP 


03 






BNE 


AA6 






jnp 


LEVELS 




AM 


CMP 


04 






BNE 


AA7 






JNP 


LEVEL6 




AA7 


CMP 


07 






BNE 


AAS 






JHP 


LEVELS 




AA8 
I 
LEVEL 1 


JHP 


LEVEL* 




LDA 


P0PF 


■ HIT 




CHP 


01 


■PLAYFIELD 0? 




BNE 


BB1 


INO... 




INC 


NUHSQ 


(YES-INCREMENT SQUARES 




JBR 


PLAYFLD1 ICHAN8E IT TO PF1 


BB1 


JHP 


302 




LEVEL2 


LDA 


P0PF 


■ HIT 




CMP 


01 


■PLAYFIELD 0? 




BNE 


CC1 


INO. . . 




J9R 


PLAYFLD1 ( CHANGE IT TO PFt 




JHP 


S02 


IAND PROCEED 


CC1 


CHP 


02 


■PLAYFIELD I? 




BNE 


CC2 


INO 




INC 


NUHSQ 


1 1 HORE 9QUARE 




J8R 


PLAYFLD2 (CHANGE IT TO PF2 ! 


CC2 


JHP 


S02 


[AND PROCEED 


LEVEL4 


LDA 


P0PF 


IH1T PLAYFIELD 0? 




CHP 


01 






BNE 


DD1 


INO 




INC 


NUHSQ 


1 1 MORE SQUARE ! 




JSR 


PLAYFLD1 | CHANGE TO PF1 




JHP 


802 


■PROCEED! 


DD1 


DEC 


NUHSQ 


■DEDUCT SQUARE! 




JSR 


PLAYFLD0 IBACK TO PF0 




JHP 


S02 


■AND GO ON. 


LEVELS 


LDA 


P0PF 


■HIT PLAYFIELD 0? 




CHP 


tl 






BNE 


EEt 


INO. .. 




JSR 


PLAYFLD1 1 CHANGE TO PF1 




JHP 


802 


■AND PROCEED 


EEt 


CMP 


02 


■HIT PLAYFIELD 2? 




BNE 


EE2 


■ NO 




JSR 


PLAYFLD2 1 CHANGE TO PF2 




JMP 


802 


■AND PROCEED 


EE2 


CMP 


04 


■HIT PLAYFIELD 2? 




BNE 


SO 2 


■NO. . . 



CO 
CO 

c 
m 
to 



> 

> 

5 

o 

o 
o 

c 



o 



1 

m 
en 



LEVELS 



902 



HHl 
HH2 



a 03 



III 

112 



304 



JJ1 
JJ2 



INC 

JSR 

jnp 

LDA 
CMP 
BNE 
JSR 
J HP 
CMP 
BNE 
INC 
JSR 
J HP 
DEC 
JSR 
J MP 

LDA 
CMP 
BNE 
JSR 
J MP 
CMP 
BNE 
JSR 
J MP 
CMP 
BNE 
INC 
JSR 
JMP 
DEC 
JSR 

LDX 
LDY 
JSR 
LDA 
CMP 
BES 
JMP 
LDY 
LDX 
TXA 
STA 
INX 
INY 
CPX 
BNE 
LDA 
STA 
LDX 
JSR 

LDA 
CMP 
BNE 
JMP 
LDX 
LDY 
JSR 
LDA 
CMP 
BES 
JMP 
LDY 
LDX 
TXA 
STA 
INX 
INY 
CPX 
BNE 
LDA 
STA 
STA 
LDX 
JSR 

LDA 
CMP 
BES 
LDX 
LDY 
JSR 
LDA 
CMP 
BES 
RTB 
LDY 
LDX 
TXA 
8TA 
INY 
INX 
CPX 
BNE 
LDA 
STA 
LDX 
JSR 



NUMSO I 1 MORE SQUARE 
PLAYFLD3 I CHANBE TO PF3 
302 (AND PROCEED 



P0PF 

tl 

FF1 

PLAYFLDl 

S02 

•2 

FF2 

NUMSQ 

PLAYFLD2 

902 

NUMSQ 

PLAYFLD1 

S02 

PBPF 

• 1 

881 | 
PLAYFLDl 
S02 9 
«2 | 
BQ2 I 
PLAYFLD2 
S02 ! 

• 4 I 
BS3 I 
NUMSQ I 
PLAYFLD3 
302 | 
NUHSO I 
PLAYFLD2 



I HIT PLAYFIELD 0? 

INO. .. 

(CHANGE TO PF1 
■PROCEED 

IH1T PLAYFIELD 1? 
INO... 
I 1 MORE SQUARE 

I CHANBE TO PF2 
! PROCEED 
I 1 LESS SQUARE 

S CHANBE TO PF 1 
I PROCEED 

IH1T PLAYFIELD 0? 

NO 

J CHANBE TO PF1 

PROCEED 

HIT PLAYFIELD I? 

NO. . . 

I CHANBE TO PF2 

PROCEED 

HIT PLAYFIELD 2? 

NO.. . 

1 MORE SQUARE 

I CHANBE TO PF3 

PROCEED 

1 LESS SQUARE 

I CHANBE TO PF2 



«B 
•B 

BALCHK 
FALOFF 

• 1 
HH1 
303 
YP0SP1 

• B 

PL AY 1, Y 



I ROCK 1 

I9EE IF IT FELL 
I DID IT FALL? 

I YES! 

INO, PROCEED 

I ERASE ROCK 1 



• 10 
HH2 
•0 
DRP1 
SB 
CLRFL8 

BRNFLB 

• 1 

1 199 
BRNCHK 

• 1 
•2 

BALCHK 
FALOFF 

• 1 
III 
304 
YPDSP2 

• 



I RESET DROP FLAB 
ICLR OTHER FLABS 

IBREEN MAN ACTIVE? 

INO! 

I SEE IF HE FELL 

•ROCK 2 

I SEE IF IT FELL 
IDID ROCK 2 FALL? 

I YES! 

INO, PROCEED 

(ERASE ROCK 2 



• 10 
112 
•0 

DRP2 
BALI FLO 

• 1 
CLRFLB 

BRBFLQ 

• 1 

0R8CHK 

•2 

•4 

BALCHK 

FALOFF 

• 1 
JJ1 

YP03P3 
•0 



I RESET DROP FLAB 
I AND OTHER FLABS 

IBEQRBE ACTIVE? 

I YES! 

■CHECK ROCK 3 

ISEE IF IT FELL 
■DID IT FALL? 

■ YES! 

IERA9E ROCK 3 



• 10 

JJ2 

•a 

BAL2FLB 

• 2 
CLRFLB 



I CLEAR ROCK 3 FLAB 
■AND OTHER FLABS 



8R8CHK 


LDA 


S04FL8 


I SOUND ON? 




CMP 


• t 






BEQ 


KK1 


« YES ! 




RTS 






KK1 


LDA 


P1TCH4 


ISET VOLUME 




STA 


AUDC4 






DEC 


PITCH4 


■NEXT VOLUME 




LDA 


PITCH4 


t SOUND DONE? 




CMP 


•»A0 






BEQ 


KK2 


■ YES! 




RTS 






KK2 


LDA 


P3PF 


IDID 8E0R8E 




CMP 


•B 


■HIT PF? 




BNE 


KK3 


IYES! 




LDA 


•S 


IADD 3B0 POINTS 




3TA 


SUM 


■TO SCORE 




JSR 


ADD2BB 






JSR 


RESET 


I RESET 8EQR8E 




RTS 






KK3 


LDA 


•B 


■ZERO 




STA 


AUDC4 


1 SOUND 4, 




STA 


304FL8 


■SOUND 4 FLAB 




STA 


BR8M0V 


■8E0R8E MOVE FLAB 




LDA 


•a 






STA 


C0UNT4 






RTS 






BRNCHK 


LDA 


S03FL8 


■SOUND 3 ON? 




CMP 


• 1 






BEQ 


LL1 


■ YES! 




JMP 


S04 


■NO. DO 30UND 4 
■SET SOUND 3 VOLUME 


LL1 


LDA 


PITCH3 




STA 


AUDC3 






DEC 


PITCH3 


I NEXT VOLUME 




LDA 


PITCH3 


■SOUND 3 DONE? 




CMP 


• *AB 






BEQ 


LL2 


■ YES! 




JMP 


B04 


■NO. DO 30UND 4 
■TURN OFF SOUND 3 


LL2 


LDA 


•B 




STA 


AUDC3 






LDA 


P2PF 


IDID 8REEN MAN 




CMP 


• 


■HIT PLAYFIELD? 




BNE 


BOBACK 


■ YES! 


HIT8RN 


JSR 


ERASE8RN IBREEN MAN BONE 




LDA 


• B 


IRE3ET 8REEN MAN 




3TA 


GRNDRP 






STA 


8RNFNDRP 




STA 


BRNFLB 






STA 


SRNMOV 






STA 


803FL8 






STA 


DRP2 






LDA 


• IB 


1 RESET ROM 




STA 


BROW 






LDA 


•8 


■RESET COLUMN 




STA 


acoL 






STA 


C0UNT3 






LDA 


• 43 






STA 


YP0SP2 






LDA 


• 116 






STA 


HP08P2 






STA 


XP03P2 






RTS 






SOBACK 


LDA 


• B 


1 RESET SOUND 3 




STA 


S03FL0 






STA 


ORNMOV 






LDA 


•8 






8TA 


C0UNT3 






LDA 


P2PF 


IDID 8REEN HIT PFB? 




CMP 


• 1 






BNE 


MM4 


INO! 




RTS 






MM4 


JSR 


DECNUM 


IOEC • SQUARES 




LDA 


• <PFB 


ICHAN8E TO PFB 




STA 


FILE 






LDA 


• >PF0 






STA 


FILE-t-1 






LDA 


8C0L 


1 SET COLUMN 




STA 


COL 






LDA 


8ROH 


■AND ROW 




STA 


RON 






JSR 


CHANBE 


1 CHANGE IT! 




RTS 






DECNUM 


LDA 


LEVEL 


I8ET LEVEL 




CMP 


• 1 






BED 


NN1 


■LEVEL 1 




CMP 


•2 






BEQ 


NN2 


■LEVEL 2 




CMP 


•3 






BEQ 


MN4 


■LEVEL 3 




CMP 


•4 






BEQ 


NN1 


■LEVEL 4 




CMP 


•3 






BEQ 


nn: 


■LEVEL 9 




JMP 


NN4 


■LEVEL 6 


NN1 


LDA 


P2PF 


■HIT PF1? 




CMP 


•2 






BEQ 


DECR 


IYEB! 




RT9 






NN2 


LDA 


P2PF 


■HIT PF2? 





CMP 


•4 






BEQ 


DECR 


■ YES! 




RTS 






NN4 


LDA 


P2PF 


■HIT PF3? 




CMP 


•a 






BEQ 


DECR 


■ YES! 




RTS 






DECR 


DEC 
RTS 


NUH9Q 


1 1 LESS SQUARE 


BALCHK 


LDA 


S02FL8, 


X (SOUND 2 ON? 




CMP 


• 1 






BEQ 


001 


■ YES! 




RTS 






001 


LDA 


PITCH2, 
AUDC2.'* 
PITCH2, 


X ISET VOLUME 




STA 






DEC 


X (NEXT VOLUME 




LDA 


PITCH2, 


X (ALL DONE? 




CMP 


«»A0 






BEQ 


002 


■ YES! 




RTS 






002 


LDA 


•0 


•TURN OFF... 




3TA 


AUDC2.1 
P1PF.X 


■SOUND 2 




LDA 


(DID ROCK. .. 




CMP 


•0 


(HIT PF? 




BNE 


003 


(YES! 




LDA 


• 1 


(UH-OH! IT FELL! 




STA 


FALOFF 


(SET FALL FLA8 




RTS 






003 


LDA 


•S 


(RESET SOUND FLA8 




STA 


302FLB, 


X 




STA 


B1HOV, X 






LDA 


•8 






STA 


C0UNT2, 


X 


1 

CLRFL8 


RTS 






LDA 


• »BB 


■RESET HISC FLA8S 




STA 


BIMOV.X 






STA 


302FL8, 


X 




STA 


B1DRP.X 






9TA 


FNB1DRP 


,X 




STA 


FALOFF 






LDA 


• 8 






STA 


C0UNT2, 


X 




LDA 


•43 






STA 


YP03P1, 


X 




LDA 


HPOS.X 
HPOBPt, 






STA 


X 




STA 


XP08P1, 


X 




RTS 






UPDATMAN 


LDA 


DIRECT 


■BET DIR 




CMP 


•9 






BEQ 


PP1 


■ DOWN Ic LEFT 




CMP 


•3 






BEQ 


PP2 


■DOWN * RIBHT 




CMP 


•6 






BEQ 


PP4 


(UP Ic RIBHT 




CMP 


• 10 






BEQ 


PP3 


(UP V LEFT 




RTS 






1 
PP1 


DEC 


PCOL 


(MOVE LEFT 




INC 


PROW 


■MOVE DOWN... 




INC 


PROW 


|2 TIMES 




RT3 






PP2 


INC 


PCOL 


■MOVE RI8HT 




INC 


PROW 


■MOVE DOWN 




INC 


PROW 


|2 TIMES 




RTS 






PP3 


DEC 


PCOL 


•MOVE LEFT 




DEC 


PROW 


•HOVE UP 




DEC 


PROW 


■2 TIMES 




RTS 






PP4 


INC 


PCOL 


■HOVE RIBHT 




DEC 


PROW 


•HOVE UP 




DEC 


PROW 


•2 TIMES 




RTS 






PCUBPOS 


LDA 


PCOL 


•SAVE SQUARE POS. 




STA 


COL 






LDA 


PROW 






3TA 


ROW 




1 


RTS 






■ 

■DELAY 








DELAY 


LDX 


•»FF 


(TIME DELAY 


SSI 


LDY 


TIME 




QQ2 


DEY 








BNE 


QS2 






DEX 








BNE 


SQ1 






RTB 






■SETUP ROUTINE 




SETUP 


LDA 


START 


•INIT ALL? 




CMP 


••00 






BNE 


PART 


INO 



m 

CTJ 



> 

> 

5 

G) 

O 
O 

TJ 

C 



o 



CO 
CO 

c 
m 



f 



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DANIEL 
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1?. 95 



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LDA 


••00 


IYE9. .. 




STA 


NUHSB 






LDA 


••10 


1 RESET 




LDX 


•0 


(SCORE. . . 


RE9ET1 


STA 
INX 


SCORE, X 






CPX 


••06 




1 

PART 


BNE 


RESET I 




LDA 


• •00 


ISET FLS'S 




LDX 


•0 


ITO ZERO.. 


9ETZER0 


STA 
INX 


BACK.X 






CPX 


• 100 






BNE 


3ETZER0 






LDA 


••08 


(SET COUNT 




STA 


COUNT1 






STA 


COUNT2 






STA 


C0UNT3 






STA 


COUNT* 




1 


LDA 


• 9 


I9ET PLAYER 




STA 


PCOL 


) COLUMN Sc 




LDA 


•e 


IRON 


I 


STA 


PROW 




LDA 


• 10 


I9ET BEORBE 




STA 


SCOL 


S&BREEN 




STA 


SROM 


I COLUMN. . . 




STA 


SROU 






LDA 


•S 




1 


9TA 


SCOL 




LDA 


• 124 


|PH DATA.. 




STA 


PXP08 






STA 


HPOSP0 






LDA 


•as 






STA 


PYPOS 






LDA 


• 116 






STA 


XPOSP1 






STA 


XP0SP2 






9TA 


HPOSP1 






STA 


HP0SP2 






STA 


HPOS 






STA 


HPOS-fl 






LDA 


• 132 






STA 


XP09P3 






STA 


HP0S+2 






STA 


HP0SP3 






LDA 


•43 






STA 


YPOSPl 






STA 


YP0SP2 




1 


STA 


YP09P3 




CLE 




ISET UP. . . 




LDA 


• 170 


1 SOUND 




STA 


AUDF1 


[FREQUENCIES 




ADC 


• 10 






STA 


AUDF2 






ADC 


• 10 






STA 


AUDF3 






ADC 


• 10 




1 


STA 


AUDF4 




LDA 


• *01 


ICLR COLLISIONS 


1 

PHCLR 


STA 


HITCLR 




LDA 


•*00 


I ERASE P/N 




LDX 


• »FF 


[MEMORY 


ERASEFIEM 


STA 


PLAY0.X 






STA 


PLAY1.X 






STA 


PLAY2.X 






STA 


PLAY3, X 






DEX 








BNE 


ERASENEH 




RTS 




1 RETURN.. . 


SFIBURE3 


FOR 


NAN 




Fiai 


LDA 


DIRFLS 


ISET MOVE DIRECTION 




CMP 


• 9 


IDOWN & LEFT? 




BED 


RR2 


IYES! 




LDY 


PYP03 


IDRAH FiauRE 1 




LDX 


•0 




RRl 


LDA 


FISIDAT, 


X 




STA 


PLAY0.Y 






I NY 








INX 








CPX 


• 16 






BNE 


RRl 




RR2 


RTS 






FI82 


LDA 


DIRFL8 


I8ET MOVE DIRECTION 



SS2 

I 

FI83 



INX 

CPX *16 
BNE SSI 
RTS 



LDA DIRFLB 
CMP »10 
BED TT2 



TT2 

I 

FI84 



|8ET DIRECTION 
J UP It LEFT? 
IYES! 

JSR ERASEMAN I ERASE MAN 

LDY PYPOS IDRAH FIGURE 3 

LDX *0 

LDA FI83DAT.X 

STA PLAY0.Y 

INY 

INX 

CPX #13 

BNE TT1 

RTS 



LDA DIRFL8 
CMP »6 
BEQ UU2 



UU2 

QRN0 



ISET DIRECTION 
IUP fc RI8HT? 
IYES! 

JSR ERASEMAN | ERASE MAN 

LDY PYPOS I DRAM FIOURE 4 

LDX *0 

LDA FIB4DAT.X 

STA PLAY0.Y 

INY 

INX 

CPX *13 

BNE UU1 

JSR ERA8E8RN I ERASE 8REEN MAN 

LDY YP0SP2 I DRAW BREEN MAN... 

LDX »»BS IFACINB RIGHT 

LDA 8RN1DAT.X 

STA PLAY2.Y 

INX 

INY 

CPX 

BNE 

JSR 

RTS 



• 13 
VV1 

SETBRN 



ISET 8REEN PARAMETERS 



JSR ERASE8RN I ERASE SREEN MAN 

LDY YP0SP2 I DRAW BREEN MAN 

LDX *0 IFACIN8 LEFT 

LDA BRN2DAT.X 

9TA PLAY2.Y 

INY 

INX 

CPX »13 

BNE WW1 

JSR SETBRN 

RTS 



ISET BREEN PARAMETERS 



ERASEBRN 



LDY YP0SP2 

LDX #0 

TXA 

STA PLAY2.Y 

INX 

INY 

CPX »13 

BNE XXI 

RTS 

LDA *13 

8TA LEN8TH 
LDA »11 
STA ADDNUM 
LDA »1?8 
STA PC0LR2 
RTS 



IERA8E SREEN MAN 



I8REEN 13 LINES TALL 



I AND HE'S SREEN! 



CMP *3 | DOWN & RI8HT? 

BEQ SS2 IYES! 

JSR ERASEMAN I ERASE MAN 

LDY PYPOS IDRAW FI8URE 2 

LDX *0 

LDA F182DAT.X 

STA PLAY0.Y 

INY 



I 
I 

■ERASE MAN SUB 

I 

ERASEMAN LDY PYPOS 

LDX «*00 

LDA *»00 
YY1 STA PLAY0.Y 

INY 

INX 

CPX »20 

BNE YY1 

RTS 
I 

IFI8URES FOR 8E0R8E ! ! 
I 
BEOR8E0 JSR ERASE8R8 I ERASE 8EOR8E 

LDY YP08P3 IDRAW 8EORBE... 

LDX *0 | IN POSISION 
ZZ1 LDA BR80DAT, X 

STA PLAY3.Y 

INY 

INX 

CPX »18 

BNE ZZ1 

JSR SET8R8 ISET 8E0R0E PARAMETERS 

RTB 



8E0R8E1 



JSR 
LDY 



ERABE8R8 I ERA8E 8EOR3E 
YP03P3 IDRAW BEORaE... 





LDX 


•0 


I IN POSITION 1 


AAA1 


LDA 


BRB1DAT 


, X 




STA 


PLAYS, Y 






INY 








INX 








CPX 


• ia 






BNE 


AAA1 






RT8 






BE0RBE2 


JSR 


ERA3ESR8 1 ERASE BE0R8E 




LDY 


YP0SP3 


; DRAW 8E0RBE. . . 




LDX 


• 


1 IN POSITION 2 


BBB1 


LDA 


8R82DAT 


X 




3TA 


PLAYS, Y 






INY 








INX 








CPX 


• 18 






BNE 


BBB1 






RTS 






8E0RBE3 


JSR 


ERASE8R8 1 ERASE BEORSE 




LDY 


YPOSP3 


IDRAW BEORBE 




LDX 


•0 


I IN POSITION 3 


CCC1 


LDA 


8RB3DAT 


X 




STA 


PLAYS, Y 






INY 








INX 








CPX 


• 18 






BNE 


CCC1 






RTS 






SETBR8 


LDA 


• 19 


IBE0R8E 19 LINES TALL 




STA 


LEN8TH3 






LDA 


• 16 






STA 


ADDNUM3 






LDA 


•86 


ISEOR8E PURPLE! 




8TA 


PC0LR3 






RTS 






ERASEBRG 


LDY 


YP0SP3 


1 ERASE BEORBE 




LDX 


•0 






TXA 






DDD1 


STA 
INY 
INX 


PLAYS, Y 






CPX 


•20 






BNE 


DDD1 






RTS 






ICHAN8E 


SQUARE SUB 




CHANBE 


LDA 


ROW 


■BET ROW, 




STA 


LO 


ISAVE IN 




LDA 


•0 


I MULT AREA 




9TA 


HI 






ASL 


LO 


»»2 




ASL 


LO 


|»4 




LDA 


LO 


ISAVE *4 VALUE 




STA 


TIMES4 






ASL 


LO 


l»8 




ASL 


LO 


I»16 




ROL 


HI 






LDA 


LO 


1 +>4 m »2B 




CLC 








ADC 


TIHE34 






STA 


LO 






LDA 


HI 






ADC 


•0 






STA 


HI 






LDA 


LO 


INOH ADD COLUMN 




CLC 








ADC 


COL 






STA 


LO 






LDA 


HI 






ADC 


•0 






STA 


HI 






LDA 


LO 


INOW DISPLAY START 




CLC 








ADC 


• <DI8P 






STA 


LO 






LDA 


HI 






ADC 


• >DISP 






STA 


HI 






LDY 


• 1 






LDA 


(FILE) ,1 


IBET RI8HT OF SQUARE 




STA 


(LO) ,Y 


IPUT ON SCREEN 




DEY 








LDA 


(FILE) ,V 


IBET LEFT OF SQUARE 




STA 


(LO) ,Y 


IPUT ON 8CREEN 


1 


RTS 




IALL DONE! 


IFALL OFF SUE 






FALL 


LDA 


• »04 


ISET PRIOR 




STA 


PRIOR 






LDA 


•2 






STA 


TIME 






JSR 


TURNOFF 






LDA 


• »AA 





I 

m 

J* 
oo 



O 
CD 

O 
O 

C 



o 



CO 
CO 

c 
m 

l\3 





STA 


AUDC1 




EEE1 


LDA 


PYPOS 


IBET YPOS 




STA 


AUDF1 


■HAKE SO. . . 




CMP 


•240 


IOFF SCR 




BEQ 


ENDLP 


IYE9... 




JSR 


DOUN0 


INO. .. 




JSR 


DELAY 


(DELAY... 




JNP 


EEE1 


IDO ABAIN 


ENDLP 


LDA 


•*&F 






STA 


AUDCl 






CLE 








LDA 


• 13> 




FFFl 


STA 


AUDF1 






ADC 


tl 






JSR 


DELAY 






CMP 


•218 






BNE 


FFFl 






LDA 


•»»e 






STA 


AUDF1 






STA 


AUDCl 






LDA 


*3 


13-FALL 




STA 


BACK 






RTS 


YPOSP1 




IDRAW RO 


CK 
LDY 




BAL1DRM 


IDRAW ROCK 1 




LDX 


• »00 




aaai 


LDA 


BALDAT . X 




STA 


PLAY1.Y 






INY 








INX 








CPX 


• 10 






BNE 


aaai 






RTS 






BAL2DRM 


LDY 


YP0SP2 


IDRAW ROCK 2 




LDX 


• 




MMM1 


LDA 


BALDAT, X 




STA 


PLAY2.Y 






INX 








INY 








CPX 


• 10 






BNE 


HHH1 






LDA 


• 10 


ISET ROCK PARANS 




STA 


LEN8TH 


1 (INSTEAD OF.. . 




LDA 


•a 


IBREEN HAN> 




STA 


ADDNUN 






LDA 


•a 2 






STA 


PC0LR2 




1 

BAL3DRN 


RTS 






LDY 


YP0SP3 


IDRAW ROCK 3 




LDX 


•0 




III1 


LDA 


BALDAT, 
PLAY3.Y 


< 




STA 






INY 








INX 








CPX 


• 10 






BNE 


III1 






LDA 


• 10 


ISET ROCK PARANS 




STA 


LENSTH3 


1 (INSTEAD OF.. . 




LDA 


•8 


IBEOR8E!) 




STA 


ADDNUH3 






LDA 


•32 






STA 


PCOLR3 






RTS 






I MOVEMENT SUBS 




DNLEFT0 


JSR 


FIBl 


1 SHAPE... 




LDA 


• 1 






STA 


MOVFLB 






JSR 


LEFT0 


I MOVE. . . 




JSR 


DOMN0 






JSR 


DOWN0 






DEC 


COUNT 1 






BNE 


JJJ1 






JSR 


SETFLB0 


1 RETURN 


JJJ1 


RTS 






DNRI8HTS 


JSR 


FI82 


1 SHAPE... 




LDA 


• 1 






STA 


MOVFLB 






JSR 


RIQHT0 


IMOVE... 




JSR 


DOWN0 






JSR 


DOUN0 






DEC 


COUNT 1 


I DONE.. . 




BNE 


KKK1 






JSR 


SETFLB0 


(RETURN 


KKK1 


RTS 






UPLEFT0 


JSR 


FIBS 


■SHAPE.. . 




LDA 


• 1 






STA 


NQVFL8 






JSR 


LEFT0 


(MOVE... 




JSR 


UP0 






JSR 


UP0 






DEC 


COUNT 1 


1 DONE??? 




BNE 


LLL1 







JSR 


8ETFLB0 


ISETFL8... 


LLL1 


RTS 






UPRIBHT0 


JSR 


FI04 


(SHAPE 




LDA 


• 1 






STA 


MQVFLB 






JSR 


RIBHT0 


IMOVE. . . 




JSR 


UP0 






JSR 


UP0 






DEC 


COUNT 1 


IDQNE??? 




BNE 


MM Ml 






JSR 


SETFLB0 




Mnm 


RTS 






LEFT0 


DEC 


PXPOS 


IMOVE NAN LEFT 




LDA 


PXP08 






STA 


HPOBP0 






RTS 






RIBHT0 


INC 


PXPOS 


INOVE HAN RIGHT 




LDA 


pxpos 






STA 


HPOSP0 






RTS 






UP0 


LDY 


PYPOS 


IMOVE MAN UP 




LDX 


•»00 




NNN1 


LDA 


PLAY0.Y 






STA 


PLAY0-1 


Y 




INX 








INY 








CPX 


• 17 






BNE 


NNN1 






DEC 


PYPOS 






RTS 






DOWN0 


LDX 
CLC 


•0 


(MOVE MAN DOWN 




LDA 


PYPOS 






ADC 


• 14 






TAY 






OOOl 


LDA 


PLAY0.Y 






STA 


PLAY0M 


Y 




DEY 








INX 








CPX 


• 17 






BNE 


0001 






INC 


PYPOS 






RT8 






■ROCK 1 


MOVEMENT 




DNLEFT1 


JSR 


LEFT1 


IMOVE LEFT, 




JSR 


D0WN1 


IMOVE DOWN... 




JSR 


D0WN1 


12 TIMES 




DEC 


C0UNT2 






BNE 


PPPl 






LDX 


•0 






JSR 


SETFL8 


ISET UP SOUND 


PPPl 


RTS 






DNRIBHT1 


JSR 


RI8HTI 


(HOVE RIBHT, 




JSR 


D0WN1 


IMOVE DOWN.. . 




JSR 


D0WN1 


12 TIMES 




DEC 


C0UNT2 






BNE 


aaai 






LDX 


•0 






JSR 


SETFL8 


ISET UP SOUND 


BQQ1 


RTS 






LEFT1 


DEC 


XP0SP1 


(MOVE ROCK 1 LEFT 




LDA 


XP0SP1 






STA 


HPQSP1 




1 
RIBHT1 


RTS 






INC 


XP0SP1 


IMOVE ROCK 1 RIBHT 




LDA 


XP0SP1 






STA 


HP03P1 




1 


RT8 






1 

DQWN1 


LDX 
CLC 


•0 


IMOVE PLAYER 1 DOW 




LDA 


YPOSPt 






ADC 


•8 






TAY 






RRR1 


LDA 


PLAY1.Y 
PLAY1M 






STA 


,Y 




DEY 








INX 








CPX 


• 10 






BNE 


RRR1 






INC 


YP0SP1 






RTS 







DEC COUNTS 
BNE SSS1 
LDX «1 
JSR SETFLB 

SSS1 RTS 

I 

DNRIBHT2 JSR RIBHT2 
JSR D0WN2 
JSR D0WN2 
DEC COUNTS 
BNE TTT1 
LDX •! 
JSR 8ETFLS 
RTS 



</> 

c 
m 



TTTl 

I 

LEFT2 



DEC XP0SP2 
LDA XP0SP2 
STA HP0SP2 
RTS 

INC XP0SP2 
LDA XP09P2 
STA HP0SP2 
RTS 

LDX »0 

CLC 

LDA YP08P2 

ADC ADDNUN 

TAY 

LDA PLAY2.Y 

8TA PLAY2*1,Y 

DEY 

INX 

CPX LENBTH 

BNE UUUt 

INC YP03P2 

RTS 



I 

I ROCK 3 MOVEMENT 

I 

(SAME AS 

I 

DNLEFT3 



ROCK 1, BUT FOR ROCK 3 

JSR LEFTS 
JSR DOWNS 
JSR DOWNS 
DEC C0UNT4 
BNE VVVl 
LDX *2 
JSR SETFLB 
RTS 



VVVl 

I 

DNRISHT3 JSR RIBHT3 
J8R DOWNS 
JSR DOWNS 
DEC CQUNT4 
BNE WWW1 
LDX *2 
JSR SETFLB 

WWW1 RTS 



UPLEFT3 



ROCK 2 MOVEMENT 

SAME A8 ROCK 1, BUT FOR ROCK 2 



DNLEFT2 



JSR LEFT2 
JSR D0WN2 
JSR D0WN2 



JSR 
JSR 
JSR 
DEC 
BNE 
LDX 
JSR 

XXXI RTS 

I 

UPRIBHT3 JSR 
JSR 
JSR 
DEC 
BNE 
LDX 
JSR 

YYY1 RTS 

I 

LEFT3 DEC 
LDA 
STA 
RTS 

I 

RIGHTS INC 
LDA 
STA 
RTS 

I 

UPS LDY 
LDX 

ZZZ1 LDA 
STA 
INY 
INX 
CPX 
BNE 
DEC 
RTS 

I 

DOWNS LDX 
CLC 



LEFTS 

UPS 

UP 3 

C0UNT4 

XXXI 

•2 

SETFLB 



RI8HT3 

UP3 

UPS 

C0UNT4 

YYYt 

•2 

SETFLB 



XP0SP3 
XP0SP3 
HP0SP3 



XPOSP3 
XP0SP3 
HP0SP3 



YP0SP3 
•0 

PLAYS , Y 
PLAYS 1 !. 



LEN8TH3 
ZZZ1 

YP0SP3 



> 

> 

O 

o 
o 



& 



© 

m 

CO 



LDA YP0SP3 

ADC ADDNUN3 

TAY 

LDA PLAYS, Y 

STA PLAY3+1.Y 

DEY 

INX 

CPX LENGTHS 

BNE AAAA1 

INC YP09P3 

RTS 



SETFL80 



I3ET FLB 



(PITCH. 



I 

PLAYFLD0 

DOSQUARE 



LDA *t 
STA SOIFLS 
STA NOVFLS 
LDA t»AF 
STA PITCH1 
LDA DIRECT 
STA DIRFLB 
RT9 



LDA »1 

STA 802FL0.X 

LDA *»AF 

8TA PITCH2.X IPITCH. 

RT3 



(POINT TO... 

I COLOR SQUARE 



LDA • <PF0 

STA FILE 

LDA • >PF0 

STA FILE+1 

JSR ADD23 J ADD 23 POINTS 

J3R PCUBP08 I3ET CUBE P03 

JSR CHAN8E ( CHANGE COLOR 



RTS 
I 
PLAYFLDI LDA t <PF1 I POINT TO... 

8TA FILE (COLOR 1 SQUARE 

LDA # >PF1 

JMP D09QUARE I DO N1SC STUFF 
I 
PLAYFLD2 LDA • <PF2 (POINT TO 

STA FILE (COLOR 2 SQUARE 

LDA • >PF2 

JMP D08QUARE (DO NI8C 8TUFF 
I 
PLAYFLD3 LDA t <PF3 (POINT TO... 

STA FILE (COLOR 3 SQUARE 

LDA » >PF3 

JMP DOSQUARE (ETC. 



CLEAR 


LDA 


• •01 


(RESET COLLISIONS 




STA 


HITCLR 






RTS 






TURNOFF 


LDA 


*»80 


(NO AUDIO. . . 




STA 


AUDC2 


(ON CHANNELS 




STA 


AUDF2 


(2, 3, 4! 




STA 


AUDC3 






STA 


AUDF3 






8TA 


AUDC4 






STA 


AUDF4 




I 

PL. PL 


RTS 






LDA 


P0PL 


(DID HAN 




CNP 


• 1 


(HIT PLAYER 0? 




BCC 


BBBB1 


(NO! 




CMP 


•4 


(HIT PLAYER 2? 




BNE 


BBBB2 


(NO! 




LDA 


BRNFL3 


(8REEN MAN ACTIVE? 




CMP 


• 1 






BNE 


BBBB2 


(NO! 




JSR 


HITBRN 


(CLOBBER 8REEN MAN 




LDA 


#2 


(AWARD 200 POINTS! 




3TA 


SUM 






JSR 


ADD200 






JMP 


BBBB1 




BBBBZ 


LDA 


P0PL 


(DID MAN HIT... 




CMP 


•a 


(PLAYER 3? 




BNE 


BBBBS 


(NO! 




LDA 


BR8FLB 


(8E0RBE ACTIVE? 




CMP 


• 1 






BEQ 


BBBB1 


(YE8! 


B8BB8 


LDA 


MARN1 






CMP 


•4 






BEQ 


BBBB7 






INC 


WARN1 






RTS 






BBBB7 


LDA 


•2 


(DEATH DUE TO.. . 




STA 


BACK 


(SEORBE! 




RTS 






BBBB1 


LDA 


#0 






STA 


WARN1 






LDA 


BRBFLB 






CMP 


• 1 






BNE 


RET 






LDA 


P3PL 






CMP 


• 1 






BNE 


BBBBS 






LDA 


WARN 






CMP 


• 4 






BEQ 


B8B84 







INC 


WARN 






RTS 






BBBB6 


LDA 


•2 






STA 


BACK 






RT3 






BBBBS 


LDA 


• 






9TA 


WARN 






LDA 


P3PL 






CMP 


•2 






BCC 


RET 






CMP 


•4 






BNE 


RESET 






LDA 


BRNFLB 






CMP 


• t 






BEQ 


RET 




RESET 


JSR 


ERASESRB (ERASE SEORBE 




LDA 


•0 


(CLEAR SEORBE 




STA 


BRBFLS 


(VARIABLES 




STA 


S04FL8 






STA 


FNBRDRP 






STA 


BRBDRP 






STA 


0UTFL8 






STA 


ORBMOV 






LDA 


• 10 






STA 


SCOL 






STA 


SROW 






LDA 


•8 






STA 


COUNT4 






LDA 


•45 






9TA 


YP03P3 






LDA 


• 132 






STA 


XP0SP3 






STA 


HPOSP3 




RET 
( 


RTS 






I 

CHECK 


LDA 


NUMSQ 


(SET SQUARES HIT 




CMP 


• 28 


(ALL DONE? 




BNE 


CCCC1 


(NO! 




LDA 


• 1 


(ROUND COMPLETED! 




STA 


BACK 




cccci 

( 


RTS 






(SCORE 


ROUTINES 




ADD2S 


LDY 


•3 


(ADD 23 POINTS 




CLC 




(TO SCORE 




LDA 


SCORE, Y 






ADC 


•3 






CMP 


• *1A 






BNE 


DDDD1 






LDA 


••10 






STA 


DISP.Y 
SCORE, Y 






STA 






DEY 








LDA 


SCORE , Y 






CLC 








ADC 


• 1 






STA 


SCORE, Y 






JMP 


DDDD2 




DDDD1 


LDA 


••13 






STA 


DISP.Y 






STA 


SCORE, Y 






DEY 






DDDD2 


LDA 
CLC 


SCORE, Y 






ADC 


•2 






CMP 


••1A 






BEQ 


DDDD3 






STA 


DISP.Y 






STA 


SCORE, Y 






RTS 






DDDD3 


LDA 


• •10 






STA 


DISP.Y 






STA 


SCORE, Y 






DEY 








LDA 


SCORE, Y 






CLC 








ADC 


• 1 






CMP 


•*1A 






BED 


DDDD3 






STA 


DISP.Y 






STA 


SCORE , Y 






RTS 






ADD200 


LDY 


•3 


(ADD SUM • 100 




CLC 




(TO 8C0RE 




LDA 


SCORE, Y 






ADC 


SUM 






CMP 


•*1A 






BCC 


EEEE1 




EEEE2 


SEC 








SBC 


• *1A 






STA 


ADD 




EEEE3 


CLC 








LDA 


• •10 






ADC 


ADD 






3TA 


DISP.Y 






STA 


SCORE, Y 






LDA 


• 






STA 


ADD 






DEY 







CLC 

LDA SCORE, Y 

ADC »1 

CMP »»1A 

BEQ EEEE3 
EEEE1 STA DI8P.Y 

8TA SCORE, Y 

RTS 
( 

I CHARACTER IMASE3 

( (MAN, 8REEN MAN, 8E0R8E, ROCKS) 
I 
FI81DAT .BYTE 12, 30, A3, 43, 43,63 

.BYTE 43,35!30:30; 18,18,27 

.BYTE 34, 108,72 
FIB2DAT .BYTE 48.120.232,212.212 

.BYTE 232. 212, 234, 120, 120,72 

.BYTE 72,216.103,34,18 
FI83DAT .BYTE 14,31,33,33,31,13 

.BYTE 31,31,14:10,46,62,27 

.BYTE 13,4 
FI84DAT .BYTE 112,248,236,236,248 

.BYTE 240,248 248, 112,80, 116 

.BYTE 124,216,176,32 
BRN1DAT .BYTE 160,80,40,60,126,106 

.BYTE 126,118,60,60,36,34 
BRN2DAT .BYTE S, 10, 20 40! 126, Si 

.BYTE 126,110,60,60,36,108 
BRQ0DAT .BYTE 12,30,30,233,43 

.BYTE 43,253,233,43,31,63 

.BYTE 30,18,18,27,34,108,0 
8R81DAT .BYTE 48, 120,120,233: 212: 212 

.BYTE 233,233,180,204,232,120 

.BYTE 72,72,216,108,34,0 
8R82DAT .BYTE 12,30 30, 233, *7 

.BYTE 47,233,127,47,31,63 

.BYTE 30, IS, IS, 126,34,27,0 
8R83DAT .BYTE 48,120,120,233,244 

.BYTE 244,233,234,244,248,232 

.BYTE 120,72,72,126,108,216,0 
BALDAT -BYTE 24,60,124,233:233 

.BYTE 233,126,60,24,0 



I 
m 

01 
o 



( 

( SQUARES 

I 

PF0 

PF1 

PF2 

PF3 

( 

(DISPLAY LIST 



.BYTE »03,*04 
.BYTE »43 »44 
.BYTE *83,*84 
.BYTE *C3,*C4 



( 

DLIBT 



RDYM8B 

LVHSQ 

ENDMSS 

CH8MS8 

LVLM9B 

RNDMS8 

B0NM8S 

TITLE 

AUTHOR 

MA8MSB 

(MISC. 



R1SET 

R2SET 

R3SET 

R48ET 

( 

(CHAR SET DATA 

I 

NEHCHR 



.BYTE *70,»70,*70,*46 

.WORD DISP 

.BYTE 6,6,*a6,6,»S6,*a6,«86,6,6,6 

-BYTE 6,6,6,6,6,6,6,6,6,6 

.BYTE 6,6,6,»41 

.WORD DLI9T 

.SBYTE +»80, -READY XX" 

.3BYTE "L«V«L" 

.SBYTE <-»a0, "8AME OVER" 

.SBYTE "CHAN8E" 

. SBYTE +»80,"l«v«l:" 

.SBYTE t«80 "round:" 

.SBYTE «-»80, "BONUS" 

.SBYTE " 1000" 

.SBYTE " AVALANCHE " 

.SBYTE "BY TOMMY BENNETT" 

.SBYTE +*S0,"ANALO8 C0HPUTIN8" 

DATA 



> 

■z. 
> 

I— 
O 

Q 

O 
O 

cz 



o 



.BYTE 0, 13,90.4, 136 

.BYTE 0,134,246 12,146 
.BYTE 0:26,164,118,84 
.BYTE 0,176,66,34,102 



.BYTE 3,13,63,127,63,13,3,0 

.BYTE 172,240,232,234,232,240, 172,0 

.BYTE 0,6,12,24,48,0,76,0 

.BYTE 12,30,63,43,63,30,18,34 

.BYTE 8,12,126,127,126,12,8,0 

.BYTE 16,48,126,234,126,48,16,0 



(JUMPIN8 PADS 



PADATA .BYTE 3,4,3,4,3,4,3,4 

.BYTE 3;4;3;4,3;4 
( 

(MUSIC DATA 
1 
NOTE .BYTE 60, 47 , 0,47 , 60, 72. 60, 

.BYTE 72 64,72,64,72,64,0 81 

.BYTE 72 Bl,72:Bll72 
DUR .BYTE 11:14:7,11,7,7,7.7 

.BYTE 7,7,7:7,7,7,7,7 

-BYTE 1,1,1,7,7 



CO 
CO 

c= 
m 

to 



ISSUE 21 



ANALOG COMPUTING 



PAGE 51 



Matt* Edit 



24K Cassette or Disk 



by Matthew J.W. Ratcliff 



Matt*Edit is a menu-driven 40-column text and 
character graphics editor. It was originally developed for 
the local Bulletin Board System Operators, who fre- 
quently create text files for transmitting over the modem 
to other Atari users. If you have a Gemini or Epson with 
Graftrax (or Epson graphics compatible) printer, then 
you will be able to print your text files, using Atari's 
character set. See the sample printout below (Figure 1). 
Matt#Edit also has the capability of printing in a 
"newspaper" dual- or triple-column format. This will 
allow you to put much more information on a single 
page than the normal 40-character per line print mode. 
Text files created with the editor can be saved as BASIC 
routines, as PRINT, PRINT #n; (i.e., ? #6; "text") or 
DATA statements, with line numbers that you specify. 

M ATT ■» IE I> X T S A MPLE PRINTOU T 



.'■ • '■ ' . . ■ : ' ' 




THIS PROGRAM MILL Hfli*GE YOUR 
M5K CATALOGS AS WELL , HERE: IS 
A DIRECTOR V FROM THE MATT*EI>IT 
P R O G R A M . 



H A T T « E f> X. T «> I R E C T O R V 



DOS ,. SYS e:S'5> 

MA T T E D I T . LST .1 JL 9 I 
3 3 8 IF R E E S E C T O R 5 



f> U P 

MA T T E D I T 



SV1 

ba: 



842 
JL0'5» 



With this editor, you will quickly learn the hidden 
value of character graphics. They can be used to make 
superb title pages for your school papers — or lovely 
greeting cards. I use it to manage a "chords" file for my 
wife, who is learning how to play the guitar. Figure 2 
gives an example of this. Matt*Edit will even allow you 
to treat disk directories as text files. This enables you 
to create a complete catalog of all your disks in very 
short order. 



IB" 


IMD E H F I N G 1: R | 


E 


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Figure 1. 



Figure 2. 



PAGE 52 



ANALOG COMPUTING 



ISSUE 21 



Below is a rundown on all the menu functions in 
Matt^Edit, along with a short explanation of each 
item. 

Main menu. 

1. Disk DIR — Go to the disk directory func- 
tions menu. 

2. Edit Text — Go to the text editing functions 
menu. 

3. LOAD File — LOAD a new text file into 
memory. All old text currently in memory will be 
erased first. 

4. Merge File — Merge a text file with the old 
text currently in memory. 

5. SAVE Text — Go to the save text functions 
menu. 

6. Print Text — Go to the print functions menu. 

7. Kill File — Delete a file from the disk. 

8. Quit — Exit the program. 

Disk Directory. 

1. LIST DIR — LIST the disk directory to the 
screen and return to the main menu. 

2. PRINT DIR - LIST the disk directory to the 
screen and make a quick print of it on the printer. 
You will be asked for a disk title before printing; 
the same holds true for LOAD and merge func- 
tions below. 

3. LOAD DIR - LOAD the disk directory into 
memory. All old text will be deleted. 

4. Merge DIR — Merge the disk directory into 
memory with the old text already there. 

5. GOTO Main — Return to the main menu. 

Edit text. 

1. GOTO Start — Go to the edit mode, at the 
start of the current text buffer. 

2. GOTO End — Go to the edit mode at the 
end of the current text buffer (last two lines of the 
file will be displayed at the top of the screen). 

3. GOTO a Line — Input the desired line 
number to begin editing. 

4. Delete Line(s) — This function allows you to 
delete lines of text from the buffer. 

5. Insert Line(s) — Place blank lines in the buf- 
fer before the specified line. 

6. Empty Buffer — Delete all text from the buffer. 

7. GOTO Main — Exit to main menu. 

Edit functions. 

You may use all of Atari's standard editing keys to 
create text on the screen. A status line is displayed at 
the bottom of the screen. As you type text, the current 
line you are on will be updated. Typing past the last 
line on the screen (or pressing RETURN on the last 
line) will cause the editor to read the current page and 
place you on the next page to edit (showing the last 
two lines worked on at the top). You can use the CTRL- 
ARROW keys to move anywhere on the screen. 
Sometimes certain edit functions will cause the cursor 



to get ahead of the current line number shown in the 
status line. If in doubt, just press the RETURN key, and 
it will be updated correctly. Certain keys are disabled 
when in the edit mode. The SHIFT-CLEAR and 
CTRL-CLEAR keys are not allowed, so that you can- 
not accidentally erase a page of work. The ESCAPE 
key is not allowed in the edit mode, although it is used 
to abort functions in other parts of the program. If an 
incorrect keypress is made, you will hear a short buzz- 
ing sound. To read the current page and exit to the edit 
menu, just press the START key. 

Once you have created more than one page of text 
(23 lines), the OPTION key will read the page and move 
up one page in the buffer, and SELECT will read and 
move down one page. These key functions make it a 
simple task to move to any page in the buffer. Note that, 
if you make any editing changes on the current page, 
the cursor must be on or below the last changed line 
in the page before you may press one of the console keys. 
The read routine only reads text up to the line that the 
cursor is resting on at the time of the console key press. 
The SHIFT-INSERT and -DELETE keys will function 
as well. You should be aware, however, that any text lines 
shifted down off the page will not appear on the next 
page of text. If you do not wish to lose any lines, then 
the Insert Line(s) function should be used. This editor, 
unfortunately, does not support "parsing" or "word wrap" 
as it would take too much overhead. You format your 
text as you type it in. The printout will be exactly as 
you typed it in with the editor. 

SAVE menu. 

1. SAVE as Text File — SAVE the current text 
buffer to a disk file as 40 -column text file. All 
spaces at the end of the lines will be stripped off". 

2. SAVE as PRINT Statements - Write text file 
as ? or ?#n; statements, with user-specified line, 
increment. 

3. SAVE as DATA Statements — Write text file 
as DATA statements, with user-specific line; in- 
crement. If your file has any quotes (" "), you should 
use this format. The print format will generate er- 
rors when ENTERed if it has any quote characters 
in the print statements. 

4. Return to main menu. 

SAVE functions. 

One SAVE option is to delete all blank lines from 
the text buffer as it is written to disk. This will make 
the file compact for you. I tend to use a lot of blank 
lines, especially if working with character graphics. This 
allows me to use SHIFT-INSERT and SHIFT-DELETE 
more liberally while editing the screens of text, without 
having to go to the Delete Lines and Insert Lines menu 
functions as often. If you save text as a BASIC PRINT 
or DATA file, you should also save it as a "40 Char 
Lines" file. It will be handy, if you should need to go 
back and edit the text again. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 53 



Print options. 

1. 40 Char Lines — Print text, 40 characters per 
line format. 

2. Newspaper [2] Col — Print text, 40 character 
lines, but in dual-column "newspaper" format. Ef- 
fectively, 80 characters per line. 

3. Newspaper [3] Col — Print in three "news- 
paper" column format. 

4. Return to main menu. 

Print functions. 

You will be requested to input a TITLE for your print- 
out. Press RETURN if none is desired. Pages will always 
be numbered, however. Single-line spacing will print 
text exactly as it appears on the Atari screen. Double 
spacing is also provided for. To abort the printing func- 
tion, just press the ESCAPE key. 

On your own. 

That should cover the major functions of Matt^Edit. 
I think that you will find the rest of it self explanatory, 
since the program has many helpful prompts. Should 
you select any function accidentally, the ESCAPE key 
will usually exit it. 

A special routine is called to input titles and 
filenames. This routine will not allow invalid text 
keypresses. Only upper and lower case, numeric keys and 



punctuation keys are allowed. Backspace editing is the 
only edit function provided for. This routine will keep 
you from accidentally clearing the screen in the mid- 
dle of typing a filename. When in the edit mode, you 
can use inverse video, control graphics and more. 
Anytime you exit to a menu, the keyboard will auto- 
matically be restored to normal video, upper case 
characters. You may use CRTL-TAB to clear tabs and 
SHIFT-TAB to set special tabs for your editing screens. 
They will remain in effect until you change them. 

This program has a couple of short machine language 
routines, in strings, to speed things up a bit. It will run 
well on an 800XL, since I followed the proper Operating 
System (OS) entry points. You should be aware of an 
XL OS bug, however. Sometimes, while printing, 
everything will stop for 35 to 40 seconds and then start 
again. No data is lost, and the program continues to 
function correctly. I checked with Atari on this problem, 
and it seems that a "certain combination of characters" 
being sent to the printer will put the system in a pause 
mode. Atari has informed me that they are working on 
a fix for this one. Don't worry if this happens to you; 
be patient, and all will pick up right where it left off. 
If you have Atari's Translator Disk (converts the 800XL 
OS to the old OS Rev. A or B, user selectible), it may 
be used to avoid this "timeout delay" problem. □ 




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CIRCLE #125 ON READER SERVICE CARD 



PAGE 54 



ANALOG COMPUTING 



ISSUE 21 



10 DIM PROGS (182) ,LNS (55) :PT-ADR (PROGS 

) :LX=ADR(LNS) : C0=8 ; C1=I : C2-2 ; C0LR=710 : 

C7=7:C3=3 

20 FOR X=C1 TO 182 : READ N : PROGS (X, X) =C 

HRS(N3lNEXT X:FOR X=C1 TO 55: READ N : LH 

S(X,X)=CHRS(N) :NEXT X 

60 GRAPHICS CO:SIZ=FRE(C0)-256:LH=37:C 

4=4:C23=23 

70 DIM AS(LM),WS(LW),8LS(LW) , TS (LW) ,85 

(SIZ) ;BS="":OPEN ttCi,C4,C0„"K :"■ ;MAXLIN 

-INTC5I2/LW3 

80 XCURS=85 ; YCUR5=84 : LINE5=C1 ; BL$ (CI) = 

■* ":BLS(LH)=" ":BLS(C2)=8L$ 

90 C0NS0L=53279:KEV=764 

lOO ? "«";POKE 16,112:P0KE 53774,112:0 

$-"" 

110 POKE C0LR,128:X=10:G05UB 430 

120 CLOSE HC2: CLOSE ttC3: CLOSE ttC7 



130 ? "A 


_ ur!»l!MulS;ilC i 


148 ? " 


! Disk DIR 


ISO ? " 


'Edit Text 


160 ? " 


jLoad File 


170 ? " 


[Merge File 


188 ? " 


jSave Text 


190 ? " 


rPrint Text 


20O ? " 


iKill File 


210 ? " 
220 ? "1 


fluit 



230 MN=-Cl:MM=8:G0SUB 280:A=X:0N A GOT 

810,1300,2320,2450,2480,2870,1250,35 

70 

240 FOR H=15 TO CO STEP -C1/C2: SOUND C 

0,6O,1O,M:NEXT H:RETURN 

250 ? "Try Again Please" 

288 FOR W=C1 TO 25:S0UND C0,100,10,8 

270 SOUND CO, 140, 10, 8: NEXT M:SOUND CO, 

C0,C8,C8:RETURN 

288 TRAP 320:P0KE 82, C4:? :? "<press tt 

key 1-";MX;" [RTN=1J >";:GET ttCl,X;IF 

X=155 THEN X=49 
290 X=X-48:IF X<C1 OR X>MX THEN 320 
3O0 ? X:P0KE 82,C2:IF MN<C0 THEN ? "U" 
; :mn=co 

310 RETURN 

320 ? :? "Out of range. ":GOSUB 260:G0T 

280 

330 MN=CO:GOTO 350 

340 MN=C1 

358 TRAP 408 

368 ? "<Type tt & press Sfl3 >":? "([303 

0NLYr";MN;") ";:INPUT TSTlF LEN(TS)=CO 

THEN X=MN:? X:GOTO 388 
370 X=INT(VAL(TS)) 

380 IF X>=MN AND X<-MX THEN RETURN 
390 ? X;"Q Out of range ("jMH;"-";MX;" 

only) .":G05UB 250:GOTO 350 
400 ? "Bad input char(s)" 
418 ? "It's only, ";MN;"-"j!MX5" valid," 

420 G05UB 250: GOTO 350 

438 POKE 792,64 :P 0KE 694, CO:? "fllttEIIl 
a3«M Sim»WPEMM'' : ? :? AS 

440 ? '\4iyijlMJIllltLid''; LINES* (LEN(B$)> 

— j yj 

450 ? " QEaEB IEgEi";MAXi tm-i thf^+m 

EN(BSXLW) 

460 POKE 82,X:P0KE 752, CO:? :RETURN 
470 TRAP 500:P0KE 702,64:P0KE 694, CO:? 
"<Press V or N> "; : GET «C1,X 

480 IF X=89 THEN ? " 0§ B" : X=C1 i RETURN 

490 IF X-78 TH EN ? "001" ! X=CO ! RETURN 

500 ? "litSJJtli"J" , :G0 5UB 250: GOTO 470 

51© AS=""3CNT=C0 

520 ? "<B=H To Abort>":? "Type text & 

press laJLJ:" 

530 Y-PEEK (VCURS) : IF Y>=22 THEN ? "IS12 

3iaiEEflIE":G0T0 510 

540 X=PEEK(XCUR5) :FOR I=C1 TO LN:? "-•■ 

;:NEXT I:P05ITI0N X,Y:? "-*•■; 

550 TRAP 550 : GET ttC l.XMF X=27 THEN PO 

p .-pop :as="EEEHH3B-:goto no 

560 IF X<>126 THEN 590 

570 CNT=CNT-Cl:IF CNT <C0 THEN GOSUB 26 

O:CNT=C0:A$="":6OTO 530 

580 ? CHRS(X)," :AS=AS(C1,CNT) :GOTO 558 

598 IF X=155 THEN ? : LN=LEN (AS) : RETURN 

680 IF X<32 OR X>122 OR X-96 THEN GOSU 

B 260:G0T0 550 



618 ? CHRS(X); :CNT=CHT+Cl:AS(CNT,CNT)= 

CHRS(X) 

628 IF CNT <=LN THEN 6 48 

630 ? :? "aBHSBEIHH": GOSUB 260: GOTO 

510 

640 IF CNT>LN-C4 THEN GOSUB 240 

650 GOTO 550 

660 L1=A-C2 

X=C 2: GOSUB 4 30 

? "lEOECBKai "; :MX=C4; GOSUB 280 :DR 



678 
680 
U=X 
698 



'■ ^PPri^ 



to 



70O ON LI GOT O 710,720,730,740 

71 ? "jt tjEU"-? "<any EDE text will b 

e aiiingO!!! . 010 750 

720 ? " I!l 3ll1 l=P " : GOTO 750 

738 ? ^yr MjTjt ext TO": GOTO 750 

750 ? "(press aE only for 300)" 

760 LN=12:G0SUB 510;IF LN>C8 THEN 788 

778 A=C0: GOSUB 1018: GOTO 678 

788 TS="D" : TS (C2) =STRS (DRU) : TS (C3) =" : " 

;TS(C4)=AS 

790 TRAP 868:0PEN ttC2,L2, C8,TS:? :? "M 

orking. . .":RETURN 

800 CLOSE ttC2:ASr" affl3Bag33 ":AS(LEN( 

AS)+C1)=5TRS(PEEK(195)) :POP :GOTO 118 

818 AS="":POKE C0LR,144 

828 X-1 2: GOSUB 438 

830 ? 

848 ? 

858 ? 

868 ? 

878 ? 

888 ? 

898 ? 

988 MN=-Cl:MX=5: GOSUB 280:A=X:0N A GOT 

910,980,920,960,100 

910 A=CO: GOSUB 990:G0T0 100 

920 A=ci:? "Load Disk DIR into buffer. 





Hl£f3WIrC 




List DIR 


WJ 


PRINT DIR 


mi 


Load DIR 




Merge DIR 




GoTo Main 



938 ? 
you 



n OM2B will be HEED>":? "Are 

: GOSUB 470 

NOT X THEN AS="E33iTJiI13" :GOTO 8 



940 IF 

20 

950 LINE5=C0 : BS="" : GO SUB 990:G0T0 820 

960 A=C1:? "Merge GEE into text buffer 

970 GOSUB 990 :AS="EBCTJ": GOTO 820 

980 A=CO:C = C.l:GOSUB 1080 ; AS-" !-J;H;i1>lii:i 

Ql": GOTO 820 

990 C=CO 

iooo ? "HOB of i3E33HEMH3 ?";mx=c4:go 

SUB 280:DRU=X 

1010 TS="D":TS(C2)-5TRS(DRU) :TS(C3)=": 

* *•■ 

102O IF (A OR C) THEN ? :? " BJjflGQI fo 

r this DIR ":LN=LW:GOSUB 510:WS=ASTlF 

LN=LM THEN 1040 

1030 MS (LEN (MS) +C1) ~BLS (LEN (WS) +C1) 

1O40 ? :TRAP 808:CL0SE ttC2:0PEN ttC2,6, 

CO,TS:IF C THEN OPEN »C3,8,C0,"P:" :? tt 

1050 TS=BLS:TRAP 1180 :X=C1 ;IF C THEN ? 

itC3"WS;? ttC3 
1060'lF A THEN AS=MS : Y-Cl : GOSUB 1166:A 
S=BLS: GOSUB 1168 

1070 TRAP 1180: INPUT ttC2, AS : X=-X : Y=CO 
1080 IF AS(C4,5)=" F" THEN AS(17,183-" 

":GOTO 11O0 
1090 AS=AS(C3) :WS=AS(9) : AS (9, 9)=" . " : AS 
(10)=WS:AS(17,18)=»' ":IF X<CO THEN AS 
(17,18)="1 " 

1100 ? ASj::IF C THEN ? ttC3;AS; 
1110 IF X<CO THEN 1130 
1120 ? :IF C THEN ? ttC3 
1130 IF NOT A THEN 1070 
1140 IF X<CO THEN TS (CI, 18) =AS : GOTO 10 
70 

1150 TS(19,LM)=AS:AS=TS:G0SUB 116O:G0T 
1078 

1168 LINES=LINES+Cl:IF LINES>MAXLIN TH 
EN POP :GOTO 1240 

1170 B=LW*(LINE5-C1)+C1:BS(8,B+LH-C1)- 
AS : RETURN 

1180 TRAP 800: IF C THEN ? ttC3 : ? ttC3 : ? 
ttC3 



ISSUE 21 



ANALOG COMPUTING 



PAGE 55 



1190 CLOSE ttC2: CLOSE ttC3:IF PEEKC195X 

>136 THEN GOTO 800 

1200 IF NOT A THEN GOTO 1230 

1210 IF X<CO THEN AS=TS : AS CIS , LH) =BLS C 

19, LW) :GOSUB 1160 

1220 AS=BLS: GOSUB 1160 

1230 trap 800:? :? "ajaCHEBB <press 
HE to cont>";:GET ttCl,A:? :RETURN 
1240 LINES=LINES-Cl:A5="QlncOMp. Load, 

aHB full":RETURN 
1250 ASr"KilI File":A=6 
1260 L2= C4: GOS U B 66 0: CLOSE ttC2 
1270 ? "ire rare 5BEB ";TS:? "Are you W 

HI ";:GOSUB 470 

1280 IF NOT K THEN flS = "H!EO" : GOTO 118 
1290 XIO 3 3 ,ttC2 , C O, CO, T$ : AS-TS : AS CLEN ( 
ASJ+C1)=" \ttMMBB" •■ GOTO 110 
1300 AS="":POKE C0LR.130 

1310 K=C 2jG0SUB 4 30 

1320 ? "tni-EMHHS!" : ? " ■3gHiEl >& Scrol 

i up i pg" 

1330 ? "KjIII35B>& Stroll Dn l Pg" 
1348 ? "■ED3lffl>& Exit to EDIT Menu": 
POKE 82,13: 



"M 



GoTo Start 

"FGoTo End 

"tGoTo LINE 

"Delete Lns 

insert Lns 

Enpty BUFF 

GOTO Main 



1350 

1360 

1370 

1380 

1390 

1400 

1410 

1420 

1430 

1440 MN=-Cl:MK=C7:G0SUB 280:A=X:0N A G 

OTO 1450,1460,1508,1530,1630,2250,110 

1450 LI=Cl:GOTO 1720 

1460 LI=LINE5:IF LKC23 THEN GOTO 1730 

1470 B=LW*CLI-C1)+C1:IF BS CB, B+LH-C1X 

>BLS THEN 1490 

1480 LI=LI-Cl:IF LI>C1 THEN 1470 

1490 GOTO 1720 

1500 X=C2:G0SUB43JL_ 

1510 ? "GO TO fflII3E]":MX=LINES: GOSUB 3 

40:LI=X 

1520 GOTO 1720 

1530 IF LENCBSXLH THEN AS = "lilMjUOTraro 

" :G0T0 1310 

1540 X= C2: GOSUB 430:? "BHH line to I 
t31IlBi"lMX = LINE5 : GQSU B 340 : Ll -H 

1550? "[EHM line to ■331331" :mx=l in 

ES : MN=LI : GQ SUB 35 : L2=X 

1560 ? :? "EEEEBBLines > ";U;" - ";L 

2:? "Are you lfcDHjl ";:GOSUB 470 

1570 IF X THEN 1 590 

1580 AS="GEBHH3S":G0T0 1310 

1590 IF L2=LINES THEN B$ CLW*CL1-C1) +C1 

)="":GOTO 1610 

1600 BS CLW* CL1-C1) +C1) =BS CLW* CL2-C1 J +L 

W+CI) 

1610 LINE S=LINES-C1- CL2-L1> 

1620 AS = "aH03iaaBCB>" :ASCLENCA5>+C1) = 



STRSCL1) : AS CLEN CAS) +C1) -"-" : AS CLEN CAS) 

♦C1)=5TR$ CL2) :G OTO 1310 

1630 ? ""SHjBHGE LIHEC S)":IF LENCBSXLH 

them A5="timB J333E3" :GOTO 13i0 
1648 ? "Insert U14aiTlJ Line tt ":MH=LINE 

S:G05UB 340:L1=X 

1650 MX=MAXLIN-LIHES:? "tt Of HEEE to 

insert ?":? "CMAX=";MX;") ";:GOSUB 340 

• L2-X 

1660 ? "Are you EfTf-H "; :GOSUB 470:IF 

NOT X THEN 1588 

1670 ? "Norking. „":FOR I=LINES+C1 TO L 

INES+L2 : A=LW*CI-C1) +C1 

1688 B$CA,A+LH-C1)=BLS:NEXT I 

1690 FOR I=LINES TO LI STEP -CI 

1700 A = LW* CI-C1) +C1 : B=LW*CI + L2-C1) +C1 : 

BS CB , B+LH-C1) =BS CA , A+LW-Ci) : BS CA , A+LW- 

Ci)=BL$:NEXT I 

1710 LINES=LINES+ L2 i AS=ST RS CL21 : AS CLEN 

CA$)+C1)=" Lines K;MJ:I»J before ":A$C 
LENCAS)+C1)=STRSCL1) :GOTO 1310 
1720 POKE 752,C1:LE=LI+22:IF LE>LINES 
THEN LE=LIHES 

1730 ? "«•■; 

1740 IF LENCBSXLH THEN L1=C1:G0T0 179 




1750 Y=C8:F0R I=LI TO LE 

1760 A=LW*CI-C1)+C1 

1770 POSITION C2,Y:? BS CA, A+LW-CI) ; : Y= 

V+Cl 

1780 NEXT I 

1790 POKE 752, CI : POSITION C2,C23:? "LI 

NE tt ""Li"" "":Y-C0 

1800 POSITION 15'C23:? "EDIT MODE <STA 

RT=EXIT>"; :POKE 752, CO 

1810 LOCATE C2, COMPOSITION C2,C8 

1820 ? CHRSCA);CHRSC30); :X=C2:Y=C0 

1830 IF F=C1 THEN ? "+*"; 

1840 TRAP 1840: IF PEEK CKEYJ <>255 THEN 

GET ttCl,A:GOTO 1890 

1850 IF PEEKCC0NS0L)=C7 THEN 1840 

I860 IF PEEKCC0NS0DO6 AND LINES<C23 

THEN GOSUB 260: GOTO 1840 

1870 IF PEEKCC0NS0L)=6 THEN F=CO:GOTO 

2070 

1880 IF PEEKCC0NS0L)=5 THEN F=C2:G0T0 

2070 

1890 IF PEEKCC0NS0L)=C3 THEN F=C3:G0T0 

2078 
1900 IF A=125 OR A=27 THEN GOSUB 260 :G 
OTO 1840 

1910 IF A<>157 THEN 1940 
1920 X=PEEK CXCURS) : Y=PEEK CYCURS) :POKE 
752, CI 

1930 POSITION C2,22:? CHRSC156) ; :POKE 
752,C0:P0SITI0N X,Y 

1940 ? CHRS CA);: IF CA=31 OR A=30) AND 
PEEKCXCURS)>38 THEN ? CHRS CA) ; : GOTO 18 
40 

1958 IF CA=28 OR A=29) AND PEEK CYCURS) 
=C23 THEN ? CHRS CA) ;: GOTO 1840 
I960 IF PEEK CYCURS) =Y AND A<>156 THEN 
2020 

1970 Y=PEEK CYCURS) : X=PEEK CXCURS) :POKE 
752, CI 

1980 IF A=156 THEN POSITION C2,22:? CH 
RSC157); :GOTO 2010 

1990 IF Y=C23 AND A=155 THEN Y=22:F=C1 
:POKE YCURS,22:G0T0 2070 
2080 POSITION C2,C23:? "LINE tt ";LI+Y; 

II II ■ 

2010 POKE 752,C0:L0CATE X, Y, A :POSITIOH 

X,Y:? CHRS CA); CHRS C30); 
2020 X=PEEK CXCURS) : IF X<=38 THEN 2060 
2030 IF Y=22 THEN F=C1:GOTO 2070 
2040 IF Y<22 THEN Y=Y+C1:? CHRS C155) ; : 
GOTO 2068 

2050 LOCATE C2,Y,A:? CHRS CA) ; CHRS C30) ; 
2060 GOTO 1840 

2070 X=PEEK CXCURS) : Y-PEEK CYCURS) :POKE 
752, CI 
2080 POSITION 15,C23:? "READING PAGE 

"; :LOCATE X,Y,A 
2090 COLOR A:PLOT X,Y:GOSUB 240 
2100 FOR Yi=CO TO Y : BB=LN»CLI-C1+Y1) +C 
1 

2110 POSITION C1,Y1 

2120 POKE 842.13:INPUT AS:POKE 842,12 
2130 IF LENCAS)=LW THEN 2150 
2140 AS CLEN CAS) +C1) =BLS CLEN CAS) +C1) 
2150 BSCBB,BB+LH-C1)=AS:NEXT Yl 
2160 LI=LI+Y:IF LI>LINES THEN LINES=LI 
2170 IF F=C1 THEN LI=LI-C1 :GOTO 1720 
2180 IF FOC2 THEN 2210 
2190 LI=LE+C1:IF LI>LINES THEN LI=LIHE 
S-Cl 

2200 GOTO 1720 
2210 IF FOC3 THEN 2240 
2220 LI=LI-C23:IF LKC1 THEN LI=C1 
2230 GOTO 1720 

2240 AS="** Last line read >>":ASCLENC 
AS) +C1) =STRS CLI ) :GOTO 131 
2250 ill I III <'J I |»|JJ1 ll'l"! *": GOSUB 430 
2260 ? "HaffllE 1 I text froH BUFF" 
2270 ? "Are you ante ";:GOSUB 470 
2280 IF X THEN 2300 

2290 GOTO 1580 

2300 BS="":LlNES=cl:AS="[iniiaOCTIP]":G0 
TO 1310 

2310 RETURN 

2320 POKE COLR,208:AS = "DEi3aDHI|" 
2330 L2=C4: GOSUB 660 : LIMES=C8 : BS="" 
2340 TRAP 2400 



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CIRCLE #127 ON READER SERVICE CARD 



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ISSUE 21 



ANALOG COMPUTING 



PAGE 57 



ISBUFF Full, File to 



2358 INPUT ttC2,AS:IF LEN(AS)=LH THEN 2 

378 

2360 AS (LEN (AS) +C1) =BLS (LEN (AS) +C1) 

2378 LIME5=LIME5+Cl:IF LINE5>MAXLIN TH 

EN G8T0 2448 

2388 BS(LW*(LINES-C1)+C1, LWK(LINES-Ci) 

+LW)=AS 

2358 G0T8 2358 

2488 CLOSE ttC2 

2418 IF PEEK C195) =136 THEN 2436 

2428 G0T8 888 

2430 flS="a^jgaHg": GOTO 118 

2448 CLOSE ltC2:AS= ,, CZ 

aEOB" : LINES=MAXLIN : GOT O 118 

2450 POKE C0LR,178:A$="[SIiZ9aQ9O" 

2468 L2=C4:G0SUB 668 

2478 GOTO 2348 

2488 IF L ENtB5l>-LH THEN 2588 

2490 AS="[inHM13iro":G0T0 lie 
2580 as="" 

2518 CL05E «2:P0KE COLR, 32 :X=8: GOSUB 4 

38 

2528 

2538 

2540 

2550 

2560 

2570 



As Text File 
"RAS PRINT Stunts 
"HAS DATA Stunts 
t Main Menu 



2580 MN=-C1:MX=C4: GOSUB 286:A=X 
2598 IF A=C4 T HEN GOTO 188 
260O ? "EiaBBE GUI blank lines fron bu 
ffer":? "During SAVE M ;:GOSUB 470:DB=X 
2610 ON A GOTO 2688,2628,2658 
2628 ? "File tt for PRINT statements" : ? 
"Ci.e. 6 for '? 86; 'J" 

2630 ? "<U5E aWTTi] if QE file tt>" 

2640 MH=C7: GOSUB 336 : F=X : G6T6 2668 

2658 ? "Write DAT A Stat ements" 

2668 ? "Starting OHGHE "; :MH=32767-LI 

NES:G6SUB 338:SL=X 

2678 MH=I NT ((32767-SL) /LINES) :? "Line 

HlHEKHlW "; i GOSUB 349: IHC=X 

2688 flnfl i a$ = " bf-VlM*W : A = 5 i L2 = 8 : GOSUB 

666:A=0 
2690 FOR I=C1 TO LINES 

2700 B=LW*(I-C1)+C1:IF BS (B, B+LM-C1) =B 
L$ AND DB THEN GOTO 2848 
2718 IF A=C1 THEN 2788 
2728 ? ttC2;SLj :SL=SL+INC 
2738 8N A-Cl G8T0 2748,2778 
2748 ? ttC2j" ? ";:IF N8T F THEN 2768 
2758 "* ttC2 ' "tt" ' F " " " " • 
2768 ? ttC2;CHRS(34); :GOTO 2788 
2778 ? «C2;" DATA "J 
2788 AS=BS(B,B+LH-C1) 
2798 EL=USRCLX,ADRCA$),LM) 
2888 IF EL=C8 THEN G8T0 2828 
2818 ? t*C2;AS(Ci,EL); 
2828 IF A=C2 THEN ? «C2; CHRS (34) ; 
2838 ? ttC2 
2848 NEXT I 
2850 A5 ="[VFT7F3 ,, :IF A >C1 THEN A$CLEN(A$) 

+ci}=" 0EaMJHHM3i >" ; as (len (a$j +cd ~s 

TRS(SL) 

2868 CLOSE ttC2:G0T0 2518 

2878 IF LENCBSXLM THEN G8T0 2498 

2880 AS="":POKE COLR, 32 

2890 H=8: GOSUB 438 

2988 ? 

? "U 48 Char Lin es 

? "'-Newspaper VgJFl Col 

? "(Newspaper fffl Col 

? " fl Return to Main 

■7 



—PRINT OPTIONS— 



2910 
2920 
2930 
2940 
2950 
2960 MN=-Cl:MX=C4: GOSUB 288:A=X 

2970 IF A=C4 THEN 118 

2980 POKE 82, C2 : ? :? "QHJOG for Printo 
ut" : LNn38 : G8SUB 516 : HS=A$:WS tLEN ( MS ) +C 

1)=" pg ■• 

2990 ? "ifGjQJEEB text as it is printed: 

": GOSUB 470:CR-X 

3888 IF A=C3 THEN LH- Cl:GOT O 3628 

3610 MH=20*A:? "Left CHGFHI! (Max=";MX; 

")": GOSUB 348:LM=X 

3828 ? :? "Vertical line spacing:" 

3830 ? "IQI Single (screen format)" 

3040 ? "101 Double" 



3858 ? :MX=C2: GOSUB 288 

3868 IF X=C1 THEN SP=8:LPG=96 

3878 IF X=C2 THEN SP=16 :LPG=48 

308O ? "Get I IJiHiW Jj p'lJhffM 'liTni" 

3O90 ? "A nd Press fitTl key" 

31O0 ? "<m& to abort>" 

3110 TRAP 888: GET ttCl,X:IF X=155 THEN 

3138 

3120 IF X = 2? THEN AS-" [3gfmi:1!t.]A<Ji| " : G 

OTO 118 

3138 TRAP 2428; CLOSE t»C7 

3140 PG=Cl:LPC=LPG-12 

3158 8PEN 8C7,8,C8,"P:":? «C7; M %A"; CHR 

S(5P);"%6"; 

3168 IF A>C1 THEN 3278 

3178 DNS=ASC("K"} : GOSUB 3468 

3188 FOR I=C1 TO LINES 

3198 B=LH*tI-Cl) :AS=BS(B+C1,B+LH) :IF A 

S=BL$ THEN ? H7:G0T0 3248 

3288 IF H6T (CR) THEN 3238 

3218 A=USR(LX,ADR(AS),LU) : A=INT ( (LH~A) 

/C2):IF A=C8 THEN 3238 

3228 TS=AS : AS=BLS : AS (A) =TS (CI , LH-A) 

3238 GOSUB 3588:? ttC7 

3248 CNT^CNT-ClIIF NOT (CNT) THEN GOS 

UB 3556 

3250 NEXT I 

3260 ? HC7: CLOSE ttC7 : A$="SEH3MMIE" : G 

OTO 2878 

3278 DNS=:ASC("L") : GOSUB 3468 

3288 I=C1 

3298 FOR J=C1 TO A 

3388 IF J=C1 THEN GOSUB 3568 

3318 B=LWK(I-C1}+LPC*(J-C1)*LH+C1 

3326 IF J>C1 THEN AS=" | ":G6SUB 3510 

3330 IF B>=LEN(BS) AND J=A THEN 3488 

3348 IF B>=LEN(BS) THEN AS=BLS:GOTO 33 

88 

3358 AS=BS(B,B+LH-C1) :IF NOT (CR) THE 

N 3380 

3368 X=U5R(LX,ADR(AS),LH) : X=INT ( (LW-X) 

/2JSIF X<=C1 THEN 3388 

3378 TS=AS : AS=BLS : AS (X) =TS : AS (LH+C1) =■• 

3388 IF AS=BLS AND J=A THEN 3488 
3398 GOSUB 3518 
3468 NEXT J 

3418 ? ttC7:CNT=CNT-Cl:IF CNT THEN 3448 
3428 I=I+(A-C1)*LPC:IF I>LINES THEN 34 
48 

3436 GOSUB 3558 

3446 I=I+Cl:IF I>LINES THEN 3268 
3458 GOTO 3298 
3468 TS=STRS(PG) :PG=PG+C1 
3478 ? «7:G0SUB 3566 :X=LEN (MS) : GOSUB 3 
540:X=USR(PT,ADR(MS) ,LEN(HS)) :X=LEN(TS 
) : GOSUB 3548 

3486 X=USR(PT,ADR(TS),LEN(TS)) :? UC7:F 
OR X=C1 TO 5:? ttC7:NEXT X :CNT=LPC :RETU 
RN 

3490 FOR X=C1 TO C4:? ttC7:NEXT X:GOTO 
3466 

3500 GOSUB 3568 

3516 X=LEN (AS) : GOSUB 3548 :X=USR (PT, ADR 
(AS) , LEN (AS)) 

3528 IF PEEK(KEY)<>255 THEN GET ttCl,X: 
IF X=27 THEN POP : CLOSE «C7:G0T0 3120 
3538 RETURN 

3548 X=X#8 : HI=INT (X/256) : L8=X~256*HI : ? 
ttC7 ; CHRS (27) ; CHRS (DNS) ; CHRS (LO) ; CHRS ( 
HI); : RETURN 

3550 FOR X=C1 TO C2+(SP=8):? »C7 : NEXT 
X:? »C7;"%Ai":? ttC7;"%A";CHRS(SP) ; :GOS 
UB 3496: RETURN 
3566 X=LM:GOSUB 3548 : X=USR (PT, ADR (BLS) 

,LM): RETURN 

3576 ? "HEnd Edit KDJll "; ".GOSUB 248:G 

OSUB 476 

3588 IF N8T X THEN AS="":GOTO 118 

3596 GRAPHICS C8:CLR :END 

4888 DATA 184,248,18,261,2,248,7,176,1 

84,164,282,288,251,96,184,133,213,184, 

133,212 

4618 DATA 184,184,133,216,166,8,177,21 

2,238,212,268,2,238,213,168,6,132,217, 

261,128 



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4020 DATA 144,4,41,127,198,217,178,133 

, 218 , 224, 96, 176, 11, 169, 64, 224, 32, 144, 2 

,169 

4038 DATA 224,24,101,218,133,214,169,0 

,133,215,162,3,6,214,38,215,202,288,24 

9,24 

4848 DATA 173,244,2,181,215,133,215,16 

8,8,240,2,208,187,162,6,177,214,230,21 

4,288 

4858 DATA 2,238,215,69,217,149,228,232 

,224,8,288,239,162,8,22,228,42,232,224 

,8 

4868 DATA 288,248,153,220,0,200,192,8, 

288,238,162,8,181,228,201,155,208,4,16 

9,151 

4078 DATA 149,228,232,224,8,288,241,16 

2,112,169,11,157,66,3,169,220,157,68,3 

,169 

4888 DATA 8,157,69,3,169,8,157,73,3,16 

9,8,157,72,3,32,86,228,198,216,288 

4898 DATA 166,96 

4188 DATA 184,248,16,281,2,246,15,178, 

164,184,282,288,251,169,8,133,212,169, 

1,133 

4118 DATA 213,96,184,133,215,104,133,2 

14,104,104,168,136,177,214,281,32,288, 

9,136,288 

4128 DATA 247,177,214,281,32,248,1,280 

, 132 , 212 , 169 , 8 , 133,213 , 96 



CHECKSUM DATA 

(see page 27) 

18 DATA 698,721,162,784,89,117,133,105 

, 258 , 8 , 145, 389 , 343, 577, 483 , 4916 

190 DATA 738,338,922,883,53,888,928,42 

7,898,667,582,794,588,22,511,9143 

340 DATA 361,715,223,473,685,137,57,12 

,73,65,965,194,723,822,7,5432 

498 DATA 762,664,228,245,895,846,748,9 

36,119,643,197,881,787,991,39,8893 

648 DAT* 179,731,468,529,314,5,628,99, 

949,838,254,398,791,884,683,7646 

798 DATA 628,98,891,482,579,887,723,73 

7,924,952,481,84,685,16,593,8512 

946 DATA 923,971,488,31,752,92,288,759 

,867,18,579,218,588,982,549,8821 

1890 DATA 565,513,901,655,978,51,83,59 

8,919,637,984,524,761,916,658,9639 

1248 DATA 724,183,838,924,738,437,14,6 

88,853,681,793,67,832,567,473,8716 

1398 DATA 839,887,887,645,536,772,468, 

765, 358 , 766 , 728 , 685, 515 , 724, 437, 9932 

1548 DATA 926,625,535,568,596,386,68,5 

38,767,245,143,817,35,53,581,6883 

1690 DATA 106,399,896,511,260,916,195, 

469,274,513,933,638,573,257,78,7810 

1840 DATA 140,211,754,276,281,677,823, 

924,983,232,287,98,239,987,679,7351 

1998 DATA 564,33,758,99,892,621,572,72 

8,883,94,343,27,715,653,656,7630 

2140 DATA 884,804,194,688,617,484,715, 

621,584,718,612,586,6,791,549,8613 

2298 DATA 734,424,791,535,214,681,989, 

892,612,595,732,743,845,899,683,18289 

2448 DATA 501,953,458,731,410,416,386, 

352,328,973,483,182,722,782,325,7922 

2598 DATA 210,273,291,886,224,572,919, 

318,554,382,181,242,926,282,265,6285 

2740 DATA 478,291,585,258,576,384,665, 

352,920,375,514,90,42,220,837,6579 

2898 DATA 438,795,982,637,648,671,662, 

335,662,779,487,181,357,666,453,8737 

3848 DATA 855,821,747,947,218,798,37,2 

44,861,65,795,612,983,717,87,8787 

3198 DATA 374,247,408,947,608,761,499, 

568,721,255,312,780,20,512,303,7387 

3340 DATA 154,71,564,452,672,957,563,6 

07,215,966,992,743,409,190,103,7598 

3490 DATA 241,969,298,179,881,328,789, 

621,678,369,334,394,382,191,131,6785 

4846 DATA 324,89,364,237,598,147,298,9 

17,577,3543 



CIRCLE #129 ON READfcR SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 59 




Quality Formatted Plotting 

--■ tr* . _ — " — M: -ri ■ — 






*L 



3111 



JULU. 



mi 



w 



ith the 



Atari 



1 1 1 1 



llli 



1 1 1 1 



nil 



, 



iiii 



il 



32K Disk 



by Robert E. Miller 



The excellent Atari 800 graphics package allows 
easy plotting of data on the screen, but, unfortunately, 
considerable labor is involved in providing titles, 
legends and scale values. Graph E's makes nicely for- 
matted graphs available with a minimum of effort. 

Screen dump. 

Hardcopy capability greatly enhances the utility of 
Graph E's. I have provided a minimum capability for 
immediate demonstration purposes by incorporating 
the "49 Second Screen Dump" program from Com- 
pute's Second Book of Atari 1 . See Line 3620. Thus, as 
written, the screen can be dumped to an Epson 
MX-80 printer with Graphtrax 80 by pressing START 
after the graph is displayed on the screen. The 
resulting graph is the small size as shown in Figures 
1 through 6. If you have your own screen copy utili- 
ty, invoke it after the screen display is complete. 

The sample plots in Figures 1 through 6 will allow 
you to quickly judge whether Graph E's is useful for 
your application. Note that these plots are available 
on your screen whether you have screen dump/printer 
capability or not. 



Samples. 

The program as presented includes several built-in 
plots, so that you can try it out immediately. Once 
you see the action, I'm sure you will want to replace 
my examples with your own. The discrete point 
routine is especially useful, since data not represented 
by closed form equations can be readily handled. Ex- 
planatory remarks are included in the program listing 
to provide insight into the approach. 
Number of points plotted. 

In general, curves are drawn more rapidly as the 
number of points is decreased, but smoother curves 
result from more points. In the steps beginning with 
Line 120, the choice of number of points, ND, is re- 
quested. As currently dimensioned, 402 points is the 
upper limit. 100 point curves are adequate for most 
purposes. Use a small ND for the first runs, to become 
acquainted with the program flow and screen blank- 
ing employed to speed up the program. 

For the discrete point routine, ND is superceded 
so that it is equal to or less than the number of X-Y 
pairs in the associated data statement. Insert in Line 



PAGE 60 



ANALOG COMPUTING 



ISSUE 21 







Fi 


gure 1 




ND=10G 






+ 1 , 


z 


,— -. 








,----. 




+ .80- 






\ 










Y 


- 




», 




.' 




\ 


+ .60- 


z i' 




\ 




1 






e 


- I 1 




\ 




f 




\ 


q+ . 40- 


-{ 




\ 




j 






u 






\ 




I 




1 


a+.20" 


■> 




i 








\ 


1 


z 




\ 




I 






s 










1 






-.20 . 






\ 




1 






5 






\ 




,' 






i - . 4 . 
















n 


- 




\ 




1 






-.60- 


z 














X 


- 








/ 






-.80- 


z 














-1 


=1 1 1 


mm 


in'i|iiN| 


\\\ i. 


'' 1 " | 1 1 1 1 | 1 


IL1+ 


ilijllll! 



+ 4 +6 

+ 5 +7 



+ 8 



Figure 1. 



Figure 3 



ND=100 




+ 1.5 

Ml:)*! 



Figure 3. 



+ 100 

+ 30 
Y 

+ 80 
e 

q + 70 
U 

a + 60 
I 
s 

+ 40 
X 

+ 30 
s 

q + 20 
d + 10 



Figure 2 



ND=100 



E 




















Z 




















I 




















= 




















: 




















z 




















z 




















z 




















E 






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Figure 4 



ND = 9 



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Figure 4. 



3110 the ND that is appropriate for your data. Note 
that sequential pairs are required if the points are to 
be connected as programmed. (For disconnected 
points on any plot, use PLOT X(J),Y(J) in Line 760.) 

Grid options. 

The user has a choice as to the grid, tic mark and 
axis arrangement. Choices 1, 2, 3 and 4 are illustrated 
in Figures 1 through 4, respectively. The four built- 
in plots — 1, 2, 3 and 4 — are also illustrated in these 
figures. 

Once the grid and plot are selected, titles and 
legends are entered from the keyboard as prompted. 
Any keyboard character can be used. 



Manual or auto scaling. 

Auto scaling is most useful for first pass or casual 
plotting. The manual feature can then be used to get 
the most suitable arrangement for your purposes. 
Figure 5 illustrates an auto scaled plot. All other 
figures are scaled manually. 

Since the axis limits are under your control in the 
manual scale mode, portions of the plot can be en- 
larged by choosing the range of interest to be the full 
axis length (see Figure 6). 

The scaling routines, and the method of title and 
legend centering, were provided by Mr. Bregoli 2 . 

(continued on page 62) 



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CIRCLE #130 ON READER SERVICE CARD 



PAGE 62 



ANALOG COMPUTING 



ISSUE 21 



+ 99 . , 


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5 




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Figure 6. 



Mixed graphics. 

Text is obtained by drawing graphics characters 
with the graphics 8 mode. The necessary machine 
language routine was presented by Mr. Crawford 3 . The 
routine is flexible and can be relocated. In fact, for 
this application, it was moved (in page 6), to avoid 
overlap with the screen dump program. 

All printing on the graphics 8 + 16 screen is done 
by defining TEXT$ and its starting location, H,V, 
which is in graphics coordinates. Line 1690 calls 
the machine language portion loaded in subroutine 
1520, through the powerful USR function. 

Retention, hard copy and re-entry. 

When the graph is completed on the screen, Lines 
2550 and 2600 serve to hold it, by suppressing the 
READY prompt until the user takes further action. 
To obtain a hard copy with the 49-second screen 
dump subroutine, press the START key. There will 
be a pause, followed by a printout. If no printout is 
required, or if the printout is complete, press the OP- 
TION key to display the re-entry options for draw- 
ing a new graph on the screen, modifying the cur- 
rent one or exiting. If you have your own screen dump 
program, take the appropriate action while the graph 
is being displayed. If you do not have a printer, the 
program can be used to produce screen-only graphs, 
if program lines involving device #5 are deleted. 

Approach forces choices. 

Several choices were necessary in order to produce 
consistently useful graphs. It was decided that ten ma- 
jor divisions, with five subdivisions, would be used 



along each axis. It was also decided that only four 
characters would be used in the scale values, including 
the sign and decimal point, if present. If you don't 
object to encroaching on the Y-axis and overlapping 
more on the X-axis, the number of characters can 
be easily changed. One line was allowed for the ti- 
tle, the Y-axis legend, and the X-axis legend and scale 
factors. The scale factors make the limit of four 
characters in the scale values acceptable. However, 
truncation occurs in some instances until a suitable 
scale is selected. (Values = actual/s.f.) 
Screen dump options. 

The example plots shown thus far are all small, but 
the Atari Epson Screen Dump II program, for ex- 
ample, which was purchased from Computer Age 
Software, Silver Springs, Maryland, will produce a 
printout that substantially fills an 8V2 X 11 page (see 
Figure 7). The plotting time is greater, however, 
especially for the 960 dots/line mode. For the most 
rapid plotting, one uses the 480 dots/line mode and 
the small plot. With the Dump II program, another 
option gives a white curve on a dark background. 

Employment of Graph E's will allow you to pro- 
duce useful graphs on your Atari — with only a small 
expenditure of your time. □ 



'"49 Second Screen Dump," Compute's Second Boole of Atari, 1982. 
2 "A BASIC Plotting Subroutine — Sophisticated Plotting with Your 
MX-80," Lawrence J. Bregoli, B^te Magazine, March 1982, Vol. 7, No. 3. 

3 "Mixing Atari Graphics Modes and 8," Douglas Crawford, Compute, 
June 1981, issue 13. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 63 





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Figure 7. 



PAGE 64 



ANALOG COMPUTING 



ISSUE 21 



18 GRAPHICS 2: POSITION 4,1:? «6; "GRAPH 
E'S ! !":REM Display PrograH Name 

20 POSITION 5,3:? tt6; "FORMATTED" ! POSIT 

ION 7,4:? «6;"PL0T": POSITION 6,5:? tt6; 

"PROGRAM!" 

30 FOR W=0 TO 1000: NEXT M 

40 GRAPHICS 

50 ? :? :? :? "Loading Machine Languag 

e Routine." 

60 DIM TEXTS (50), Y (401) .X (401) ,XTITLES 

(40) , YTITLES (24) , PTITLES (40) , SPACES C40 

) , TS (485 , YS (24) , XS (40) , YSS (3) 

70 DIM 5PACEXS(48),SPACEYS(24) ,YSCL(28 

) , H5CL (20) , U (20) , H (20) , SIGNYSCL (20) , SI 

GNXSCL (20) , YIDXS (20) , XIDXS (20) 

88 DIM ADS (4), HS (28) , A (3) , DUMS (3) , DUM1 

S (3), AS (192) 

98 TRAP 3748:0PEN tt5,8,8,"P :" 

188 TRAP 3758:? 1*5 

118 GOSUB 1528 .REM MACHINE LANGUAGE RO 

UTINE TO DRAM GR. TEXT ON GR . 8 SCRE 

EN. 

128 GRAPHICS 8:? " Select array size,N 

D. Large ND's give smoother curves, b 

ut are tine consuming. " 

138 ? " HD=18 (Useful to check 

graph format.)":? 

148 ? " ND=188 (A good starting 

value)":? 

158 ? " ND=468 (** MAXIMUM **)":? 

168 ? :? 

178 INPUT ND 

188 ? "ND="jND:? :? :FOR W=8 TO 100SNE 

XT M 

190 GOSUB 1720: REM To set graph format 
and select graph grid/tic arrangement 

200 ? "CLEARING ARRAYS": FOR W=8 TO 380 
SNEXT W:P=PEEK(559) :POKE 559,0:REM DMA 
off 
218 FOR K=8 TO 401 : X (K) =0 : V (K) =0 : NEXT 
K:REM To clear out arrays. 

220 POKE 559, P 

230 GRAPHICS O:? :? ;? :? :? ;-> 
240 ? "Select plot by number.":? 
250 ? " (i) Sine Wave" 
260 ? " (2) Parabola" 
270 ? " (3) Circle or ellipse" 
280 ? " (4) Discrete Points" 
290 ? " (5) Other (Your plot?)" 
388 INPUT SELECT:? :? :? :? :^ :' ;-> 
318 ? "COMPUTING ARRAYS" :FOR W-0 TO 30 
0.-NEXT M: P=PEEK (559) : POKE 559,0: REM DM 
A Off 

320 ON SELECT GOSUB 2920,2970,3030,389 
0,3140 

330 POKE 559,P:REM Enter title of plot 
and axis legends. ^Alphanumeric or sy 
mbolsl 

340 GRAPHICS 8:? "Enter Title Of Plot 
(48 characters or less)":IHPUT TS 
358 ? "Enter y axis legend (23 charact 
ers or less)": INPUT YS 
368 ? "Enter x axis legend (26 charact 
ers or less)":INPUT XS 
378 SPACES=" 

■ I 

388 SPACEXS=" 

■ I 

398 SPACEYS=" 

480 REM Imbed titles in the middle of 

centered blank strings. 

410 SPACES (2O-LEN(TS)/2,20+LEN(TS)/2)= 

TS 

420 PTITLES=5PACES 

438 SPACEXS (28-LEN (XS) /2 , 28+LEN (XS) /23 

440 XTITLES=SPACEXS 

458 SPACEYS(12-LEN(YS)/2,12+LEN(YS)/2) 

=YS 

468 YTITLES=5PACEYS 

478 rem Choice of auto or manual scali 

ng. 

488 ? "D8 YOU WANT (A)UTO OR (M)ANUAL 

5CALING)":IHPUT YSS 

490 IF YSS="M" THEN 538 

588 IF YSS="A" THEN GOSUB 3158 



518 IF YSSO"A" THEN 488 

528 GOTO 598 

530 ? "ENTER MAXIMUM UALUE OF Y AXIS": 

INPUT YMAX 

540 ? "ENTER MINIMUM UALUE OF Y AXIS": 

INPUT YMIN 

558 ? "ENTER MAXIMUM UALUE 8F X AXIS": 

INPUT XMAX 

568 ? "ENTER MINIMUM UALUE OF X AXIS": 

INPUT XMIN 

570 MSDX=(XMAX-XMIN)/10:REM (M)ajor (S 

)cale (D)ivision 

580 M5DY=(YMAX-YMIN)/10 

590 GRAPHICS 8+16 

600 SETCOLOR 2,8,8 

610 SETCOLOR 4,4,8 

620 COLOR 1 

630 ON GFMT GOSUB 1790,1968,2138,2388: 

REM To draw axes and grid/tics. 

648 REM Plot subroutine. For sequent i 

al points only. 

658 K=8 

660 XPL0T=250* ( (X (K) -XMIN) / (XMAX-XMIN) 

)+45 

670 YPLOT-150-150*( (Y (K) -YMIN) / (YMAX-Y 

MIN))+13 

680 IF XPL0T<45 OR XPL0T>295 THEN XPLO 

T=45 

690 IF YPL0K13 OR YPL0T>163 THEN YPLO 

T=163 

788 PLOT XPLOT,YPLOT 

718 FOR K=l TO ND 

720 XPL0T=250* ( (X (K) -XMIN) / (XMAX-XMIN) 

)+45 

730 YPL0T=150-158* ( (Y (K) -YMIN) / (YMAX-Y 

MIH))+13 

748 IF XPL0K45 OR XPL0T>295 THEN 778 

758 IF YPL0K13 OR YPL0T>163 THEN 770 

760 DRANTO XPLOT,YPL0T 

770 NEXT K 

788 REM Print title subroutine 

798 TEXTS=PTITLES:H=8:U=0 

880 GOSUB 1690: REM Causes TEXTS to be 

printed on screen G H,U. 

818 REM Print x legend 

828 TEXTS=XTITLE$:H=8:U=23 

838 GOSUB 1698 

848 REM Print y legend 

858 FOR J=l TO LEN(YTITLES) 

868 TEXTS=YTITLES(J, J) :H=8:U=J-1 

878 GOSUB 1698 

888 NEXT J 

898 REM Print y scale. 

988 FOR J=l TO 11 

910 YSCL(J)=YMAX-(J-1)#MSDY 

920 SIGNYSCL (J) =SGN (YSCL (J) 3 :REM Separ 

ate sign and value. 

930 YSCL(J)=ABS(YSCL(J)) 

940 H=2 : U (1) =1 : U (23 =3 : U (3) =5 : U (4) -7 : U ( 

5)=9:U(6)=11:U(7)=12:U(83=14:U(9)=16:U 

(18)=18:U(ll)r28 

958 IF J=l THEN G8SUB 2628: REM To sele 

ct scaling factor, EX. 

968 UnU(J) 

978 IF EX<8 THEN YSCL (J3 =YSCL (J3*(INT ( 

(10*-EX)+O.0D) :GOTO 990 

980 YSCL (J)-Y5CL(J)/INT((10AEX)+0. 013 : 

REM TO ASSU RE M ULTIPLES OF 10 

398 YIDXS = "QBOrj" 

10OO IF J=6 THEN TEXTS::" ":GOTO 1050 

1816 TEXTS=STRS (YSCL (J) ) : ADS="8888" 

1828 REM Suppress 6 before decimal pt. 

and reduce to 3 characters. 
1838 IF VSCL(J)<1 THEN TEXTS (LEN (TEXTS 
) +1) =ADS : TEXTS=TEXTS (2, 4) 
1848 IF YSCL(J)>1 AND INT (YSCL (J33 -YSC 
L(J)<>8 THEN TEXTS(LEN(TEXTS3+1)=ADS:T 
EXTS=TEXTS(1,33 

1858 IF TEXTS="888" THEN TEXTS=" 0" 
1060 GOSUB 1690:REM Print YSCL(J) 
1070 H=l:REM Print sign. 
108O IF J=6 THEN TEXTS=" ":GOTO 1120 
1890 IF SIGNYSCL (J)<8 THEN TEXTS="-" : G 
OTO 1120 
1100 TEXTS="+" 

1110 IF YSCL (J) =0 THEN TEXTS=" " 
1120 GOSUB 1690 



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CC-20 12 for $17.99 

INNOVATIVE CONCEPTS 

Disk Storage (hold* 1 0) .... $4.95 
Olsk Storage (holds 15).... $9. 95 
Disk Storage (holds 50) $26.95 



TRAK DISK DRIVES 

AT-D1 $379*00 

AT-D2 $399.00 

PRINTER CABLE $22.95 

Software for ATD-2 .... $22.95 



RAN A 
DISK DRIVE 



COMPUTER CARE 

BIB 

5% DISK DRIVE 

CLEANER $12.75 

COMPUTER CARE 

KIT $19.75 



HARD DISK 
DRIVES for 

APPLE IBM-PC 

5MEG $1349.00 

10MEG ...$1599.00 
15MEG ...$1999.00 
20MEG ...$2359.00 

•Add S 1" 11(1 '"' TRS HO [), vi-s 

TEXAS 
INSTRUMENT 

Disk Drive... $245.00 



PERGOM 



FOR ATARI 
COMPUTERS 



AT88S1 ... 
AT88S2 . . , 
AT**S1PD. 
RFD40S1 . 
RFD40S2., 
RFD44S1., 



.$329.00 
.$535.00 
.$439.00 
.$399.00 
.$675.00 
.$449.00 



AT88 doubler 



QQ TO ORDER 

CALL TOLL FREE or send order to 

800-233-8760 X £ m ££ r 

|Customer Service 1-717-327-1825 Jersey Shore PA 1 774C 

CIRCLE #131 ON READER SERVICE CARD 



POLICY 

In-stock items shipped within 24 hours of order. Personal 
checks require four weeks clearance before shipping. No 
deposit on COD, orders. Free shipping on prepaid cash orders 
within the continental U.S. PA residents add sales tax. All 
products subject to availability and price change. Advertised 
prices show 4% discount offered for cash, add 4% for Master 
Card or Visa. DEALER INQUIRIES INVITED. 



PAGE 66 



ANALOG COMPUTING 



ISSUE 21 



1130 NEXT J 

1140 H=0:v=23:REM Print yaxis scale fa 

ctor . 

1150 GOSUB 3520 

1160 YIDXS CLEM CYIDXS) +15 =DUMS : TEXTS=YI 

DXS 

1170 G05UB 1690 

1180 REM Print X scale. 

1190 FOR J=l TO 11 

1200 XSCLCJ)=XMAX-CJ-1)*MSDX 

1210 5IGNXSCLCJ)=SGNCXSCLCJ)) :REM Sepa 

rate sign and value. 

1220 XSCLCJ)=ABSCXSCLCJ)) 

1230 IF INTCJ/2)-J/2=0 THEM V=22:G0T0 

1250: REM IF J 15 EUEM THEM 

1240 U=21 

1250 HC11)=5:HC10)=8:HC9)=11:HC8)=14:H 

C7) =18 : H C6) =21 : H C5) =24 : H f 45 =27 : H t3) =30 

:HC2)=33:HC1)=37 

1260 IF J=l THEM GOSUB 2770 

1270 H=HCJ) 

1280 IF EX<0 THEM XSCL CJ) =X5CL CJ)#CINT 

< (10 A -EX) +0 . 01) J : GOTO 1300 

1290 X5CL C J) =XSCL C J) /INT C C10*EX J +0 . 01) 

1300 XIDHS^'OnEDi" 

1310 REM 

1320 TEXTS=STRSCX5CLCJ)) 
1330 REM 5ee 1020 

1340 IF XSCLCJXl THEM TEXTS CLEN CTEXTS 
) +1) =ADS : TEXTS=TEXTS C2 , 4) 
1350 IF X5CLtJ)>l AND INT CX5CL CJ)) -X5C 
LCJ)<>0 THEN TEXTS CLEN CTEXTS) +1)=ADS:T 
EXTS=TEXTSC1.3) 

1360 IF TEXT$="00O" THEN TEXTS="0 , ■ 
1370 GOSUB 1690:REM Print XSCLfJ) 
1380 REM Print sign of x scl. 
1390 HSCJ)=HCJ)-1:H=HSCJ) 
1400 IF INTCJ/2)-J/2=0 THEN U=22:G0T0 
1420 

1410 V=21 

1420 IF 5IGNX5CLCJX0 THEN TEXTS="-" : G 
OTO 1450 
1430 TEXTS="«+" 

1440 IF XSCLCJ)=0 THEN TEXTS=" " 
1450 GOSUB 1690 
1460 NEXT J 

1470 H=34:U=23:REM Print Xaxis scale f 
actor. 

1480 GOSUB 3520 

1490 XIDXS CLEN CXIDXS) +1) =DUMS : TEXTS=XI 
DXS 

1500 GOSUB 1690 
1510 GOTO 2470 

1520 BYTES=166:REM M.L. SUBROUTINE 
1530 ML=1620:REM LOCATED TO GIUE ROOM 
FOR GRAPHIC DUMP PROGRAM. 
1540 RESTORE 1610 
1550 FOR 1=0 TO 165 
1560 READ A 
1576 POKE ML+I,A 
1580 NEXT I 
1590 RESTORE 
1600 RETURN 

1610 DATA 104,201,4,240,9,170,240,5,10 
4,104,202,208,251,96,104,133,215,104,1 
33,214,104,104,168 

1620 DATA 104,133,217,104,133,216,104, 
104,240,236,133,212,24,165,214,101,88, 
133,214,165,89 

1630 DATA 101,215,133,215,152,240,15,1 
65,214,105,64,133,214,165,215,105,1,13 
3,215,136,208,241 

1640 DATA 132,221,160,0,132,228,177,21 
6,160,0,170,16,1,136,132,213,138,41,96 
,208,4,169,64 

1650 DATA 16,14,201,32,208,4,169,0,16, 
6,201,64,208,2,169,32,133,218,138,41,3 
1,5,218,133,218 

1660 DATA 169,0,162,3,6,218,42,202,208 
,250,109,244,2,133,219,164,221,177,218 
,69,213,164,220,145,214 

1670 DATA 200,132,220,196,212,208,182, 
24,165,214,105,40,133,214,144,2,230,21 
5,230,221,169,8 
1680 DATA 197,221,208,159,96 
1690 A=U5R CML,H,U, ADR CTEXTS) .LEN CTEXTS 
)):REM H=HORIZ. LOC . OF TEXTS IN GR. 
COORD., V=VERT. LOC. 



1700 TEXTS=" 

■ I 

1710 RETURN 

1720 GRAPHICS 0:? "Select graph format 

from the following:":? 
1730 ? " CI) Tic narks only":? 
1740 ? " C2) Coarse grid with tic 

Harks":? 
1750 ? " C3) Fine grid":? 
1760 ? " C4) Fine grid with double 
weight Major scale 
divisions":? 
1770 INPUT GFMT 
1780 RETURN 
1790 PLOT 45,163:DRAMT0 45,13:REM Axes 

with tic Marks only. 
180O PLOT 37,88:DRAHT0 45,88:REH At oh 
itted yscl value. 
1810 PLOT 45,163:DRAHT0 295,163 
1820 REM :GRID 
1830 FOR YTL=13 TO 163 STEP 15: REM CY) 

CT)IC CDARGE 
1840 PLOT 42,YTL:DRANT0 50,YTL 
1850 NEXT YTL 

1860 FOR YTS=16 TO 160 STEP 3:REM CY) 
CT)IC CS)MALL 

1870 PLOT 45,YTS:DRAHT0 50,YTS 
I860 MEXT YT5 
1890 FOR XTL=45 TO 295 STEP 25:REM CX) 

CT)IC CDARGE 
1900 PLOT XTL,166:DRAHT0 XTL,158 
1910 NEXT XTL 

1920 FOR XTS=45 TO 295 STEP 5: REM CX) 
CT)IC CS)MALL 

1930 PLOT XTS,163:DRAMT0 XTS,158 
1940 NEXT XTS 
1950 RETURN 
1960 PLOT 45,163:DRAHT0 45,13:REM Axes 

with coarse grid and tic Marks. 
1970 PLOT 37,88:DRAHT0 45,88:REM At DM 
itted yscl value. 
1980 PLOT 45,163:DRAHT0 295,163 
1990 REM :GRID 

200O FOR YTL=13 TO 163 STEP 15: REM CY) 
CT)IC CDARGE 

2010 PLOT 42,YTL:DRAHT0 295, YTL 
2820 NEXT YTL 

2030 FOR YTS=16 TO 160 STEP 3:REM CY) 
CT)IC CS)MALL 

2040 PLOT 45,YTS:DRAHT0 50,YTS 
2050 NEXT YTS 
2060 FOR XTL=45 TO 295 STEP 25: REM CX) 

CT)IC CDARGE 
2070 PLOT XTL,166:DRAHT0 XTL, 13 
2080 NEXT XTL 

2890 FOR XTS=45 TO 295 STEP 5: REM CX) 
CT)IC CS)MALL 

2100 PLOT XTS,163:DRAHT0 XTS, 158 
2110 NEXT XTS 
2120 RETURN 
2130 PLOT 45,163:DRAHT0 45,13:REM Fine 

grid. 
2140 PLOT 37,88:DRAMT0 45,88:REM At OM 
itted yscl value. 

2150 PLOT 45,163:DRAMT0 295,163 
2160 REM :GRID 

2170 FOR YTL=13 TO 163 STEP 15: REM CY) 
CT)IC CDARGE 

2180 PLOT 42,YTL.-DRAHT0 295, YTL 
2190 NEXT YTL 

2200 FOR YTS=16 TO 160 STEP 3: REM CY) 
CT)IC C S) MALL 

2210 PLOT 45,YTS:DRAHT0 295, YTS 
2220 NEXT YTS 
2230 FOR XTL=45 TO 295 STEP 25: REM CX) 

CT)IC CDARGE 
2240 PLOT XTL,166:DRAHT0 XTL, 13 
2250 NEXT XTL 

2260 FOR XTS=45 TO 295 STEP 5: REM CX) 
CT)IC (5) MALL 

2270 PLOT XTS,163.-DRAMT0 XTS, 13 
2280 NEXT XTS 
2290 RETURN 

230O PLOT 45,163:DRAHT0 45,13:PL0T 44, 
163:DRAMT0 44,13:REM DOUBLE WEIGHT LIN 

2310 PLOT 37,88:DRAMT0 45,88:REH At OH 
itted yscl value. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 67 



2326 PLOT 45, 163 :DR AUTO 295,163:PL0T 4 

5,164:DRAHT0 235,164 

2330 REM SGRID 

2340 FOR YTL=13 TO 163 STEP 15:REM CY) 

CT1IC CDARGE 

2350 PLOT 42,YTL:DRAUT0 295,YTL:PL0T 4 

5,YTL+1:DRAHT0 295, YTL+1 : REM DOUBLE HE 

IGHT LINES. 

2360 NEXT YTL 

2370 FOR YTS=16 TO 160 STEP 3:REM CY) 

CT)IC CS)MALL 

2380 PLOT 45,YTS:DRAWT0 295, YTS 

2390 NEXT YTS 

2400 FOR XTL=45 TO 295 STEP 25: REM tXJ 

ITJIC (LJARGE 
2410 PLOT XTL,166:DRAHT0 XTL,13:PL0T X 
TL-I,163:DRAWT0 XTL-1,13 
2420 NEXT XTL 

2430 FOR XTS=45 TO 295 STEP 5:REM CXJ 
CT)IC CS)MALL 

2440 PLOT XTS,163:DRAHT0 XTS,13 
2450 NEXT XT5 
2460 RETURN 

2470 REM Returns here frow 2520 to sup 

press "READY" proHpt until finished wi 

th display. 

2480 REM "OPTION" key provides the opt 

ions shown in 2550 to 2600 

2490 POKE 53279, 8 : P=PEEK C53279) :REM RE 

AD CONSOLE KEYS. 

2500 IF P=3 THEN 2530: REM "OPTION" byp 

asses hard copy. 

2510 IF P-6 THEN GOSUB 3620: REM "START 

" activates 49 sec. screen dunp. 

2520 GOTO 2470 

2530 GRAPHICS 

2540 ? "Choose option":? 

2550 ? " CD New plot?":? 

2560 ? " (2) New plot, current ND":? 

2570 ? " C3) New plot, current ND an 

d grid forHat":? 

2580 ? " C4) Current plot, new title 

s and scales":? 

2590 ? " (5) Current plot, new scale 

s":? 

2680 ? " (6) Exit ":? 

2610 INPUT CHSE:0N CH5E GOTO 120,188,2 

00,330,470,3460 

2620 REM To scale y axis values to red 

uce nunber of digits. 

2630 IF YSCLCD>=1 AND YSCLCD<=100 TH 

EN EX=0:G0T0 2760 

2640 IF YSCL(1)>100 THEN 2660 

2650 GOTO 2700 

2660 FOR EX=1 TO 18 

2670 YPR1=YSCLCD/INTC(10 A EX)+0.OD 

2688 IF YPRK108 AND YPR1>1 THEN 2760 

2690 NEXT EX 

2780 IF YSCLClXi THEN 2720 

271© GOTO 2760 

2720 FOR EX=-1 TO -10 STEP -1 

2730 YPR1=YSCL(D*(INT((1O A -EX)+O.0D) 

2746 IF YPRK180 AND YPR1>1 THEN 2768 

2750 NEXT EX 

2760 RETURN 

2770 REM To scale X axis values to red 

uce nuHber of digits. 

2780 IF XSCL(D>=1 AND XSCL CD<=1O0 TH 

EN EX=0:G0T0 2918 

2790 IF XSCL(1)>10O THEN 2818 

280O GOTO 2858 

2810 FOR EX=1 TO 10 

2820 XPR1=XSCL CD /INT C C10 A EX) +0 . 01) 

2830 IF XPRK100 AND XPR1>1 THEN GOTO 

2910 

2840 NEXT EX 

2858 IF XSCLC1X1 THEN 2870 

2860 GOTO 2910 

2870 FOR EX=~1 TO -10 STEP -1 

2880 XPR1=XSCL CD* (INT ( C10 A -EX) +0 . 01) ) 

2890 IF XPRK100 AND XPR1>1 THEN GOTO 

2910 

2900 NEXT EX 

2910 RETURN 

2920 REM Sine Curve 

2930 FOR 1=0 TO ND 

2940 XCI)=3*3.1416*CI/ND) : Y CI) =SIN CX CI 

)) 



2950 NEXT I 

2960 RETURN 

2976 REM Parabola 

2988 FOR 1=8 TO ND 

2990 XCI)=I/CO.i*ND) 

3000 YCI)=XCI) A 2 

3010 NEXT I 

3020 RETURN 

3030 REM Circle or ellipse 

3040 FOR 1=0 TO ND 

3050 THETA=C2*3.1416#I)/ND 

3860 H(I)=COSCTHETA) : Y (I) =SIN CTHETA) /O 

.72 

3070 NEXT I 

3080 RETURN 

3090 REM Discrete Points 

3100 RESTORE 3120 

3110 ND=9:F0R J=0 TO ND:READ DUM1,DUM2 

:X(J)=DUM1:Y(J)=DUM2:ND=J:NEXT J 

3120 DATA 0,7,10,25,15,30,30,50,40,60, 

50,80,70,28,80,32,90,70,100,100 

3130 RETURN 

3140 REM Your Selection 

3150 REM Auto scaling subroutines 

3160 YMIN=Y CO) : XMIN=X CO) : YMAX=Y CO) : XMA 

X=XCO) 

3170 FOR 1=1 TO ND 

3188 IF YCI)>YMAX THEN YMAX=YCI) 

3190 IF YCIXYMIN THEN YMIN=YCI) 

3200 IF X(I)>XMAX THEN XMAX=X(I) 

3210 IF XCIXXMIN THEN XMIN=X(I) 

3220 NEXT I 

3230 ? "YMAX=";YMAX;" YMIN="; YMIN,"" XM 

AX=";XMAX;" XMIN=";XMIN 

3240 RESTORE 3450 

3250 MSDY=(YMAX-YMIN)/10 

3260 FOR I=-2 TO 4 

3270 FOR K=l TO 3: READ J 

3280 IF MSDY<INT(iO0*J*10 A (I)+0.5)/i00 

THEN MSDY=INT C1OO*J*10 A CI) +8 . 5) /188 : G 
OTO 3300 

3290 NEXT K:REST0RE 3450:NEXT I 
3300 FOR 1=1 TO -10 STEP -1 
3310 IF CYMAX<=I*MSDY)*CYMAX>I*MSDY-0. 
99999*MSDY) THEN YMAX=I*MSDY 
3320 NEXT I 

3330 YMIN=YMAX-10*MSDY 
3340 RESTORE 3450 
3350 MSDX=CXMAX~XMIN)/IO 
3360 FOR I=-2 TO 4 
3370 FOR K=l TO 3: READ J 
3380 IF MSDX<=INTC100*J*10 A CI)+O.5)/10 
THEN MSDX=INTC1O0*J*1O A CI)+O.5)/108: 
GOTO 3400 

3390 NEXT K:REST0RE 3450:NEXT I 
3400 FOR I=10 TO -10 STEP -1 
3410 IF CXMAX<=I*MSDX)*CXMAX>I*MSDX-0. 
99999*MSDX) THEN XMAX=I*MSDX 
3420 NEXT I 

3430 XMIN=XMAX-10*M5DX 
3440 RETURN 
3450 DATA 1,2,5 

3460 GRAPHICS 2:REM Closing display. 
3470 POSITION 0,5 
3480 ? H6;"5EE YOU NEXT SESSION 
3490 FOR W=0 TO 100: NEXT M 
3500 GRAPHICS O 
3510 END 

3520 REM Inverse scale factor. 
3530 DUMS=" ,, :DUMlS=" ,, 
3540 DUM$=STRSCEX) 
3550 FOR J=l TO LEN CDUMS) 
3560 A(J)=ASCCDUMSCJ, J)) 
3570 ACJ)=ACJ)+128 
3588 DUMlSCJ, J)=CHRSCACJ)) 
3590 NEXT J 
3600 DUMS=DUM1S 
3610 RETURN 

3620 RESTORE 3710:F0R B=l TO 61:READ N 
:P0KE 1535+B,N:NEXT B : DM=PEEK C88) +PEEK 
C89)*256:DM=DM+40*191 

3630 REM THIS IS 49 SEC. SCREEN DUMP P 
ROGRAM. POKE IN M/L PROGRAM AND SET UP 

DISPLAY MEMORY POINTER 
3640 TRAP 3740 

3650 ? tt5;CHRSC27);"A";CHRSC8) :FOR X=D 
M TO DM+39 



PAGE 68 



ANALOG COMPUTING 



ISSUE 21 







presents 



potOTGG vme 



a GRAPHICS 7+ utility that handles.. 
KOALA! ATARI TOUCH-TABLET! 
B/GRAPH! MICROPAINTER! 
or ANY 62 sector GR.8 or 7+ picture! 

OTHER FEATURES INCLUDE: 
TEXT OVERLAY IN FIVE HEIGHTS! 
in 4 colors using any character set! 

INSTANT BORDERS! "PICTURE MOVE"! 

COLOR EDITOR! RESIDENT DISK HANDLER! 

MACHINE LANGUAGE! AND MORE!! 

PRINTER DUMPS IN FOUR SIZES!! 
From wallet photo to 8X14 in. posters! 
ON ANY GRAPHICS CAPABLE PRINTER!* 

SAVE FORMATS: 

KOALA/TOUCH-TABLET/MI CROPA INTER! 

convert one Format to the other! 
use your masterpiece anywhere! 

BASIC/MACHINE LANGUAGE LOADER PROVIDED!! 

U-8K DISK. .. just $29.95 POST-PAID ! 

nmnmmmnu 



t LISTER PLUS t 



FEHTUPinc TYPE-n-LiriE 

Lists programs op text files in 
38 coluw or full line format! 
-> Prints ALL characters and HJEEuTE in f 
THREE widths uiih* AWY character jetf! 
11 fonts provided or use one of your own! 
Dump GR. 8 or 7+ screens in FOUR sues'" 
HMKS ON MY GRAPHICS CAPABLE FBIHIEH!!* 

Includes TWE-flillfE, a tiny editor that 

Mixes fonts and widths on the sane page! 

Save the page on disx to reprint ahyt'iKe! 

?e<iflflM)iofia eTHiqq M3V3 

Prihtt farit tablet ih THREE for Mats' 

Keep track of your gaw characters! 

4SK DISK. . .9NLY $13.95 pott-paid?? 

OUftlLflBLE NOH! CHECK OR HOMEY ORDER TO: 

non-Stan6AR6 TTlaQIC! 

P.O. BOX 45 
GIRARD, OHIO 44420 

Ohio residents .ldd SZ sales tax 
DEALER INQUIRIES INVITED!! 

•printer must be capable of minimum 960 bit qraphics columns anil [>u 

able to issue variable line feeds. Not conpatable with ARE-FAfC interfaces 

KOALA/ATARI TnUfll-TABLrT/HICROPAIMER/B/KfiAPM/APC-FACC in' trademarks of 

respectiwly-KOALA TECIt INC. /ATARI ItlC./OATAMfT/ INHOHE/OIGITAL DEVlCfs' 

CIRCLE #132 ON READER SERVICE CARD 



3660 REM SET LINE SPACING AND HAKE LOO 

P 

3670 AS=CHRS<0) : AS C192J =CHRS CO) : AS<2}- 

A$ 

3680 M=USRC1536,X,ADRCAS)) :LPRINT CHRS 

C27 J ; "K" ; CHRS C192J ; CHRS (0 J ; AS 

3690 REM PASS BOTH VALUES TO M/L PROGR 

AM AND PRINT STRING 

3700 NEXT X 

3710 DATA 104,104,141,21,6,104,141,20, 

6,104,141,27,6,104,141,26,6,160,193,17 

3,255,255,136,240,35,141,255,255,238 

3720 DATA 26,6,240,21,173,20,6,56,233, 

40,141,20,6,144,4,24,76,19,6,206,21,6, 

76,19,6,238,27,6,76,33,6,96 

3730 RETURN 

3740 OPEN ttl,4,0,"K:" 

3750 ? "Please turn printer on!!" 

3760 ? :? :? :? "Press any key to cont 

inue.":? s? s* 

3770 GET IU,A 

3780 IF A<>255 THEN 100 

3790 CLOSE 111 



CHECKSUM DATA 

(see page 27) 



10 DATA 350,27,508,158,49,236,278,439, 

435,275,624,542,637,840,223,5621 

160 DATA 240,847,64,83,154,314,875,575 

,380,399,261,943,844,167,702,6848 

310 DATA 785,81,654,164,181,181,426,48 

9,534,6,909,629,799,938,816,7592 

460 DATA 948,230,404,826,780,101,732,6 

32,637,635,640,206,232,246,461,7710 

610 DATA 470,487,101,755,226,559,11,71 

9,959,129,246,549,1,32,20,5264 

760 DATA 443,765,493,773,328,898,625,8 

34,900,683,231,846,768,826,131,9536 

910 DATA 668,203,328,264,849,620,522,9 

88,184,348,294,642,840,547,277,7574 

106O DATA 582,816,349,8,687,853,964,49 

3,501,946,197,969,662,345,986,9350 

1210 DATA 292,454,94,209,951,357,371,3 

0,720,14,285,382,205,849,554,5687 

1360 DATA 284,591,701,213,33,212,15,69 

9,864,976,505,35,958,204,974,7264 

1510 DATA 733,942,520,189,616,400,351, 

507,61,797,732,244,529,8,520,7149 

1660 DATA 146,454,338,238,815,801,82,6 

46 , 150 , 763 , 888 , 164 , 868 , 913, 526 , 7732 

1810 DATA 29,907,706,159,107,202,186,1 

24,732,261,103,228,283,120,811,4958 

I960 DATA 96,536,39,917,268,484,82,177 

,161,99,767,381,85,210,258,4420 

2110 DATA 95,786,976,511,14,892,278,41 

4,92,180,441,102,710,384,88,5963 

!U°-£? TA 213,406,105, 796,231,514,252, 

895,281,624,95,190,451,112,713,5878 

2410 DATA 104,91,216,409,108,799,134,5 

56,947,9,502,736,62,177,398,5248 

2560 DATA 553,439,389,710,53,263,430,8 

69,314,731,619,355,832,744,286,7587 

2710 DATA 742,666,519,831,743,808,372, 

876 , 313 , 743 , 620 , 352 , 336 , 745 , 310 , 8976 

2860 DATA 742,674,523,342,744,809,313, 

468,907,518,814,827,473,322,269,8745 

3010 DATA 489,785,475,444,64,133,495,7 

91,343,180,374,947,789,996,57,7362 

H*j°. S0 T 5 755 ' 451 ' 213 I Zle ! 200 » «7 > 496 , 
144 , 196 , 255 , 274 , 109 , 826 , 439 , 310 , 5075 

!2I e .?5™ 628,499,341,199,253,277,112, 
338,442,582,618,502,338,799,868,6796 
3460 DATA 867,233,507,386,61,273,176,5 
£7,530,476,42, 201, 35, 515, 67, 4946 
f 6 l 8 < .£5 T ^?°lA? 55 ^239, 706,617, 326,606, 
116,963,554,576,662,807,471,445,8845 
3760 DATA 576,863,691,887,3017 



THE GAME YOU CAN GET 



TT 








gypt was the home of the Pyramids, wait until you get 
home with Lost Tomb™ 

Far more than mere chambers of wonder, these chambers are filled with 
horror. Poisonous scorpions, screeching bats and terrifying mummies. And in the 
timeless tradition of the most daring expeditions, you'll pack a pistol, plenty of ammo 
and a whip to crack the curse of the pyramids. Earthquakes rumble along 
cavernous passageways. Walls crumble and crackle with gunfire. Your mission is 
to make it through all 91 chambers and 13 levels. And then make off with 
the loot. The only things we can't give you are the things you'll need most. 
Cool reflexes, uncanny instincts and the courage to use them. 
Lost Tomb™ Can you unravel the mystery? 

Available now for Atari, Commodore 64, Apple 
II series and IBM PC and PC/JR. Suggested retail 
price $29.95. Check with your local home computer 
software retailer for Lost Tomb™ and to learn of 
other great programs from Datasoft® send for a 
free consumer catalog. 



By 




Datasoft is a registered trademark of Datasoft, Inc. 
Lost Tbmb is a trademark of Stern' Electronics. 
© 1984 Datasoft, Inc.' 



Dabjsoff 



1980S Nordhoff Place, Chatsworth, CA 91311 Phone (818) 701-5161 
CIRCLE #133 ON READER SERVICE CARD 



GIVE YOUR KIDS 
A LESSON THEY'LL NEVER FORGET. 




When kids have fun and learn at the 
same time, they're more likely to remember 
more of what they've learned. What's more, 
when they associate the two together— 
learning becomes an enjoyable activity. So 
they'll do more of it. 

That's the basic principle behind the 
Learning Fun Series from EPYX. 

IUN WITH MUSIC. PARENTS TAKE NOTE. 

Fun with Music™ is designed to appeal 
to both you and your children. It comes with 
a songbook and has two modes of play. In 
the first mode, you can enter songs from the 
songbook — or compose your own. Then 



f* as S5Wk 



fwv / I \>> 



I 



play the songs back, adding or removing 
notes and changing tempo or key. Your com- 
puter is like a musical instrument with 
memory, and you see every note of it dis- 
played on your screen. 

The second mode lets you play your 
song in a fun-filled action 
game. You control a drum 
major trying to touch the 
notes before a small but 
pesky poodle catches up 
to him and slows down 
the parade. 

Either way, Fun with 
Music gives you and your 
whole family the perfect 
mix of learning and play. 

FUN WITH ART. JUST PICTURE IT. 

Creating art on the video screen is one 
of the newest forms of "high-tech" play for 
kids. And adults, for that matter. Plus there's 
nothing to clean up afterwards. 

Fun with Art™ uses the computer and 
joystick to transform your TV screen into 
an artist's canvas with astonishing results. 
128 colors, numerous brush strokes, all 
kinds of geometric shapes, and special fill-in 
and magnifying options are some of the 
24 different modes and features available to 
create works of art never before possible. 

Fun with Art brings out the artist in 
you, no matter what your age! 

MORE LEARNING FUN ON THE WAY. 

These two are the first of an extensive 
series of Learning Fun games we have 
planned. Look for these, as well as other 
EPYX titles, wherever computer software 
is sold. 




LEARNING FUN SERIES. 

CIRCLE #134 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 71 



CUT & PASTE 
ELECTRONIC ARTS 
2775 Campus Drive 
San Mateo, CA 94403 
(415) 571-7171 
48K $50.00 



by Arthur Leyenberger 



Cut & Paste from Electronic Arts is the newest 
word processor for the Atari computer. Originally 
released for the Commodore computer, the addition 
of this word processor brings the total of commercial 
word processors for the Atari up to eight. Let's take 
a closer look at what this word processor can do for 
you, and how it compares to the competition. 

The user interface is probably Cut & Paste's 
strongest feature. There is virtually no way you are 
going to kill a document if you really do not want 
to. We are talking user friendly here. I was able to 
start typing this review using the program as soon 
as I put the disk in the drive. 

Using it. 

Two disks come with the package: a program disk 
and a document disk. Once the program disk is 
booted up, the program politely asks you to insert its 
document disk, and you are then ready to begin. 

The first decision you have to make is to either 
LOAD an existing document (file) or to create a new 
one. The top of the screen displays all of the docu- 
ment names currently on the disk. To choose an 
existing document, the cursor is positioned over the 
name with the cursor control keys. Then the ESCAPE 
and RETURN keys are pressed. The file is LOADed, 
and you may begin typing or editing. 

Like most word processors, Cut & Paste features 
an automatic word wrap. You are always in insert 
mode, which means that, as text is entered, all of 
the text to the right and below is moved out of the 
way. Some word processors give you the option of 
using either an insert or overwrite mode. Insert 
mode is generally preferred, because you cannot acci- 
dentally type over existing text. But overwrite mode 
is useful when selected portions of your text have to 
be changed. Cut & Paste has no overwrite mode 
per se — although, if you first mark your text, you 
can overwrite that particular portion of the text. 

Various program functions are selected from a 
scrolling menu bar at the bottom of the screen. 
The menu is scrolled by using the arrow keys and 
pressing RETURN to activate the selection. If you 
want to delete a sentence, for example, you would 
move the cursor to the beginning of the sentence, 
press CONTROL -A to indicate (mark) the beginning 
of the deletion, and use the arrow keys to move the 
cursor to the end of the sentence. Then you press 
ESCAPE to enable the bottom function menu, and 



use the cursor control keys to move the cursor to 
cut. Finally, you press RETURN, and the text is de- 
leted. To get back into the edit mode, you press ES- 
CAPE again. 

This is a rather cumbersome procedure for anything 
less than a couple of sentences. It has to be used, be- 
cause the program does not allow the usual Atari 
editing function of CONTROL-DELETE to delete 
text to the right of the cursor. Another approach to 
deleting a sentence is to first move the cursor to the 
end of the sentence and press the DELETE key. This 
deletes text to the left as the cursor moves left. 

CONTROL-S and CONTROL-E move the cursor 
to the start and end of the document, respectively. 
The cursor control keys allow you to move up, down, 
left and right within the text. Unfortunately, there 
are no features that allow you to easily and quickly 
move to the start or end of a line. 

Home management software from Electronic Arts: 



Cut & Paste. 



by TSm Mott,Steve Hayes, 

Norm Lane.David Maynard, Jerry Morrison, 

Steve Shaw and Dun Silva. 

Until quite recently we used pens and paper and typewriters to write with, mostly because we knew 
koto to use them. They're goofl tools, but rather slow and cumbersome. You tend to make mistakes 
with them, and j^ctt ing rid of those mistakes makes extra work. Cut & Pa.sU> is an inexpensive and 
practical alternative. Because you can learn to use it in several minutes, you really will use it. 
And that fact alone may make if Clio first sensible word processor for the home. 




Cut & Paste. 

Other options at the bottom of the screen during 
the editing session are: SAVE, PRINT, CATALOG, 
CUT, PASTE, INDENT, UNINDENT and BUFFER. 
When each of these menu items is selected, easy to 
understand secondary menus appear. For example, if 
you selected SAVE, you would have the choice of 
saving the text under the existing filename, a new 
filename or not to save at all. If you choose to save 
the text as the original filename, C&P just does it. 
Selecting SAVE-NEW first displays a catalog of the 
disk contents and then asks for a filename. If it already 
exists, you cannot use that name. DON'T SAVE al- 
lows you to gracefully return to the edit mode. 



PAGE 72 



ANALOG COMPUTING 



ISSUE 21 



One nice touch to Cut & Paste is that filenames 
can be up to twelve characters long. Letters or num- 
bers may be used in any order. Upper and lower case 
and spaces may also be used. This makes for more 
clarity in naming documents, since you do not have 
to abbreviate the name to only eight characters. 

The PRINT option allows you to print your docu- 
ment to your printer after first specifying several 
pieces of information. A one-line, 38-character head 
may be placed at the top of each page. You can also 
print page numbers, beginning with any number you 
like. Other print options include selecting top, bot- 
tom, left and right margins. These margin settings 
are specified in inches rather than characters — since 
most of us are more familiar with inches than char- 
acters — another useful touch. 

Up to three sets of printer characteristics may be 
specified. These settings may then be saved for fu- 
ture use. You can also select double- or single-spaced 
output, single or continuous sheets and number of 
copies. 

The CATALOG menu selection displays the name 
of the disk files at the top of the screen but not the 
size of the files. You can then perform assorted disk 
operations. Options include disk copying and format- 
ting, file loading, renaming and deleting, and disk 
drive selection (drive 1 or drive 2). As usual, the menu 
is scrolled until the cursor indicates the selection, 
and then the RETURN key is pressed. 

The CUT and PASTE options are really the heart 
of the program. These two options allow you to take 
a portion of your document and either pick it up and 
move it to another location, or delete it altogether. 
The technique used to perform this magic is straight- 
forward but may take you a few tries to get down. 

The text is first marked by anchoring the cursor at 
the starting point and then moving it with the arrow 
keys to highlight the rest of the text. Then you can 
either press CONTROL-C directly or press ESCAPE 
to enable the menu and select CUT. The text that is 
cut disappears and is stored in the buffer (a temporary 
storage area), where it can subsequently be PASTEd 
anywhere in the document. If you CUT another sec- 
tion of text, the previous buffer contents are lost. 

Bottom line. 

I am generally disappointed with Cut & Paste. On 
one hand, it is very easy to use. Flipping between the 
edit and various command menu modes was easier 
and faster than with the Bank Street Writer (the 
main competitor at this price). The built-in fail-safe 
features ensure that you will not destroy any text be- 
fore its time. 

On the other hand, Cut & Paste just does not have 
enough features to make it a serious choice for anyone 
doing more than writing an occasional letter. Features 
such as right justification, underlining, searching and 
replacing are not available. And you can forget about 



superscripts and subscripts. Even such basic features 
as selecting the font of the printer (bypassing printer 
control codes) and centering text cannot be accom- 
plished. 

To top off the list of non-features, the files created 
by Cut & Paste are not Atari DOS compatible files. 
This means you will be unable to use a spelling check- 
ing program or pass files to and from another word 
processor. Also, the documentation is weak, contain- 
ing no index and little meaty information. 

Electronic Arts is a state-of-the-art software com- 
pany that has, until now, delivered excellent products 
with superb packaging. The quality was there, and 
the price was right. I don't know what went wrong 
with their design of Cut & Paste, but I suspect that 
they wanted to rush the product to market. In doing 
so, they have marketed a less than "No -Frills" word 
processor that provides few features and little value. 
Other word processors I have used in this price cate- 
gory have more features than Cut & Paste. 

Even the slickest manuals and state-of-the-art ad- 
vertising cannot help this product. I guess, with the 
winning track record that Electronic Arts has demon- 
strated, one flop is to be tolerated. However, I am 
embarrassed for Electronic Arts, because Cut & Paste 
is, frankly, a turkey. □ 



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TO 

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It's worth it. 



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1-800-345-8112 

In Pennsylvania 

1-800-662-2444 



ISSUE 21 



ANALOG COMPUTING 



PAGE 73 



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Mr. Robot (D) $29 

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MMG Mail List $35 

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CIRCLE #135 ON READER SERVICE CARD 



MASTER PAINTER 
FUN FOR THE ENTIRE FAMILY 

If you are a preschooler, a Phd or anywhere in between, you will enjoy 
becoming an artist using MASTER PAINTER. Display up to 22 shades 
from just 4 colors. Hi-Resolution (160x192) just like graphics type 15. 
Will run on any 800,400 or xl series with or without the GITA chip. Re- 
quires 48k of RAM. 35 powerful single keystroke commands allowthe 
user to easily create colorful paintings. Software is provided so that you 
can easily use your paintings in your own basic programs. 
$39.95 for disk. $34.95 for tape. 

MASTER FONT 

An efficient and easy to use character editor. Edits up to 4 characters at 
a time. Display new characters in graphics 0, 1, 2 or their four color 
counterparts. Nine screens allows you to design animation'sequences 
and actually see what the animation looks like. The, program is com- 
pletely menu driven. Character sets may be saved to tape or disk. Soft- 
ware is provided so that the character sets can be used in your own 
basic programs. 
$24.95 for disk, 19.95 for tape. 

MASTER TEK 

Master Tek — Finally, a tektronix terminal emulator for the ATARI, with 
tektronix 4010 capabilities. Also allows the uploading and downloading 
of files to and from a host computer. Includes screen dump to graphics 
printers. A disk drive and 48k of RAM are required 
$9,95 (disk on, y) . D|SKCRAM 

WHY WASTE VALUABLE DISKS? 

DISKCRAM is here at last! A powerful set of utilities capable of storing 
up to 10 single stage boot tapes, boot disks or binary files on 1 disk. 
DISKCRAM disks will run most binary files without DOS. FAST ! ! The 
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seconds. Boot tapes may also be created, even from binary files. Re- 
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from FUTURE TECH SYSTEMS 

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APOLLO, PA 15613 

Phone (412) 639-9560 

MASTER CHARGE and VISA accepted 

Pa. residents add 6% sales tax. Dealer inquires invited 

Atari and Tektronix are registered trademarks. 
CIRCLE #136 ON READER SERVICE CARD 



Attention Programmers! 

ANALOG Computing is interested in programs, articles, and software review submis- 
sions dealing with the Atari home computers. If you feel that you can write as well as you 
can program, then submit those articles and reviews that have been floating around in your 
head, awaiting publication. This is your opportunity to share your knowledge with the growing 
family of Atari computer owners. 

ANALOG pays between $30.00-$360.00 for all articles. All submissions for publication 
must be typed, upper and lower case with double spacing. Program listings should be pro- 
vided in printed form, and on cassette or disk. By submitting articles to ANALOG Com- 
puting, authors acknowledge that such materials, upon acceptance for publication, become 
the exclusive property of ANALOG. If not accepted for publication, the articles and/or pro- 
grams will remain the property of the author. If submissions are to be returned, please supply 
a self-addressed, stamped envelope. All submissions of any kind must be accompanied 
by the author's full address and telephone number. 

Send programs to: 
Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603. 



FOR 
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used as Double Density, the ASTRA 1620 has the 
same capacity as Four ATARI 810® Disk Drives. 
•k Satisfaction Guaranteed * 





INCLUDED: at no extra charge 

One Copy of Home Writer and One Copy of Smart DOS. 



THE HOME WRITER $39.00 



The HOME WRITER is an easy to use word proces- 
sor which includes a carefully selected group of func- 
tions that are at your disposal immediately. The func- 
tions are as follows: SAVE, LOAD, REVIEW, PRINT- 
OUT, or EDIT. All the popular editting features avail- 
able on the ATARI Home Computer in direct prog- 
ramming mode are also available with HOME WRIT- 
ER. You may also search for phrases or strings, load 
off of either disk or cassette, and number pages auto- 
matically. Unlike other small word processing pro- 
grams, HOME WRITER does not wrap-around when 
at the end of a line. Right and left margin justification 
is available for any type parallel printer. 48K. 



FILING SYSTEM $39.00 



FILING SYSTEM allows the user to configure any 
type of data file imaginable. Examples are recipe 
cards, mail lists, reminders for birthdays, check-ups, 
etc., complete inventories (home and business), 
personnel files, customer call-ups, price list, and 
much, much more. You may retrieve data using any 
field or combination of fields. Files also may be 
saved, sorted, and printed in a preset format that you 
configure. Uses either a single or a double density 
disk drive. Three preconfigured files are included - a 
Mailing List, a Price List, and a Household Inventory. 
24K minimum. Now in double density. 



THE PROGRAMMERS WORKSHOP 

5230 Clark Ave., Suite 19 
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(213) 920-8809 



DESK SET $39.00 



DESK SET is a perpetual calendar, an appointment 
calendar and also a card file. The perpetual calendar 
is a calendar of every month, past, present or future. 
The appointment calendar allows up to 15 entries to 
be made each day. The card file is a mail list program 
which holds up to 200 addresses. The printing format 
of card file includes continuous lists, labels or en- 
velopes. Files can be printed; all the files from one file 
number to another; by zip code; by state or by 
selected files. DESK SET is an easy way to organize 
your life. 40K 



FINANCIAL CALCULATOR $29.00 



The program answers virtually any questions con- 
cerning the cost of money, loans, and interest earned 
on savings, loans and investments. Plus, this pro- 
gram will give a complete interest earned table and 
amortization table. This program is a must for anyone 
serious about money. 32K. 



FORECASTER $29.00 



Forecast future events based on past information. 
Forecast profits, costs, sales trends, prices, test 
scores, virtually anything. Edit, save on disk and test 
various elements to determine the outcome. 
FORECASTER is a powerful "what if" program - a 
must for business. 24K 



STAT PLUS $29.00 



STAT PLUS is the most powerful statistic tool we 
have seen. Run sample space, mean, variance and 
standard deviation. Do probabilities using binomial, 
poisson or normal distribution. Also, do students' 
t-test, Mann-Whitney U test and Chi Square. Do 
linear regressions; may use 1-12 independent vari- 
ables. Interact a sample from one module to another, 
edit, rank and print out. 24K min. 



DISK FIX KIT $29.00 



It takes more than a speed adjustment to properly set 
up an Atari® 810 Disk Drive. Do it Right - Test Disk, 
Cleaner, Tools, Special Oil, Swabs and complete in- 
structions. 



TOs-v r-j p. r— i-j _ VISA/MasterCard, check or money order accepted. If charge, please include expiration date of card 
UnUtn. ping and Handling software $1.50, disk drive, $10.00. California residents add sales tax. Phone o 



Ship- 
or mail. 



ATARI is a registered trademark of Warner Communications 



CIRCLE #137 ON READER SERVICE CARD 




14K Cassette or 32K Disk 
by Mark Comeau 




Your mission, should you choose to accept it, is to 

recover the lost plans to the top secret satellite. You 

will be flying a superpowered, highly maneuverable 

|H plane. You must dodge enemy lasers, rockets and 

n active volcano. You will either succeed or die in 

e process. Seven cases of plans must be recovered 
torn the seven multi-colored screens. Report to the 
base immediately and get your spy plane flying! 

Spy Plane is a fast moving, BASIC game that will 
test your arcade skills to the limit. You must fly your 
plane through a long cavern full of lasers and 

issiles. The objective is to capture the seven cases 

f plans that were stolen from your government 
base. Only one case is present in the cavern at once. If 
you get all seven cases, the intermission comes up, 
you are rewarded 100 points and get an extra man. 




You get ten points for every case recovered a: 
100 points for every set of cases. After seven cases, 
the lasers fire faster, and the missiles come out of the 
silos faster. 

Running the game. 
When you run the game, the screen will go blank 
for thirty seconds. After that the Spy Plane logo will 
appear (if you typed it in correctly). Press the fire 
button and hold it down to see the score display 
screen. Let go of the button, and the game will begin. 
If you are hit or you collide with anything, hold 
down the button to see your score and how many 
men you have. If you press START on the score 
display, the game will end. 

(continued on page 




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CIRCLE #138 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 77 



The program. 
Spy Plane uses player-missile graphics and char- 
acter sets in graphics mode 2+16. In this mode you 
can create graphics 7-type graphics, but you can 
display them a lot more quickly. When you run the 
program, the screen will turn white for twenty 
seconds, then blue for ten seconds. While the screen 
is white, the computer is setting up the character sets. 
While the screen is blue, the computer is setting up 
the player-missile graphics. 



"^iF^ir^ 



mmm 



When programming a BASIC game, use anything 
that you can get. I used Tom Hudson's P/M mover 
from ANALOG #10 and Steven Pogatch's character 
set initializer from ANALOG #8. Both do their job 
effectively, and I am sure that you can hack them out 
of there for your own use. 

The main objective with a BASIC game is not to 
make it too slow; you should make your main loop 
as small as possible. 

If you look at Lines 1330-2280, you will notice 
that all of the screens are displayed with print state- 
ments. If you want to make your own screen, just 
modify the print statements. If you want lasers or 
something special, you will have to modify the 
screen subroutines. It isn't that hard, I promise you! 

Type in the program exactly as it appears. Be care- 
ful with the data statements. Use D:CHECK or 
C:CHECK to check your work. 

One of the best ways to learn about how to make 
your own games is to analyze other people's games. 
When you finish typing in this game, improve it! 
Change it! Learn it! That's how I learned to make 
games. □ 

(Program documentation and listing 
start on page 78.) 



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CIRCLE #139 ON READER SERVICE CARD 



Bacterion! 
Update 



Due to a printing error, a 
line of the Bacterion! BASIC 
listing (ANALOG Comput- 
ing, issue 20) was difficult to 
read. Here is the corrected 



tine: 



2088 DATA 888883FF888 
88888088884FF88888888 
888885FF8888888880888 
6FF88888886888887FF88 
888886088855AAFF , 328 



PAGE 78 



ANALOG COMPUTING 



ISSUE 21 





Program breakdown. 


Lines 




Function 


60 - 1 


LOO 


Initial title 


160 - 


300 


Main loop 


210 - 


450 


Death 


460 - 


620 


GOTO screen 


630 - 


690 


Screen #1 (Turns radar) 


700 - 


820 


Screen #2 (Fires laser) 


830 - 


960 


Screen #3 (Fires missile) 


970 - 


1080 


Screen #4 (Fires laser) 


1090 


- 1150 


Screen #5 (Volcano) 


1160 


• 1310 


Screen #6 (Fires laser) 


1320 


- 2290 


Displays screens 


2300 


- 2420 


Screen #7 (Fires laser) 


2430 


- 2590 


Intermission 


2600 


-2880 


Score display 


2890 


- 2980 


Game over display 


2990 


-3090 


Enters data for case pos. 


3100 


- 3170 


Data for case positions 


3180 


-3190 


DIMension everything 


3220 


- 3320 


P/M mover — Tom Hudson 


3330 


- 3380 


Char.Set initializer — 
Steven Pogatch 


3390 


-3740 


Char.Set data 


3750 


- 3780 


P/M mover data 


3790 


- 3840 


P/M graphics data 






Variables used. 


A 


For P/M mover 


C 


Color of character under player 


Dl$ 


1st piece of dying plane 


D2$ 


2n 


d piece of dying plane 


E 


Also character number of laser 


E 


Random number for laser 


FL 


Counter for screen subroutines 


LGO$ 


Characters of logo 


MN 


Number of planes 


NB 


Number of screens 


P(E) 


Positions of cases 


PD 


DRAWTO position of laser 


PE 


DRAWTO position of laser 


PMC 


Data for player facing left 


PMD 


Data for player facing right 


POS 


PU 


lyers' current shape 


PX 


Horizontal position of laser 


PY 


Vertical position of laser 


PO$ 


Data for player 


Pl$ 


Data for player 


P2$ 


Data for missile (screen #3) 


S 


Stick position 


sc 


Score 


SCR 


Screen number 


T 


Varied uses 


X 


Horizontal position of player 


Y 


Vertical position of player 


Z$ 


Data for blank 




B 

=60B 



1 REM 

2 REN 

3 REM 

4 REN 

5 REM , 
58 REM 
60 POKE 764,158 

78 GRAPHICS 17: POSITION 8,5:? «6;" 

SPY plane":? tt6;" by »ark co weau":? 
!»:? i»:? MS;" ffiHHflEEBHHjjn" 
88 FOR T=8 TO 255: POKE 712,1: NEXT T:P0 
KE 712,62:F0R T=8 TO 1888:NEKT T 
98 GRAPHICS 8:HB=7:P0KE 559, 8: POKE 712 
,14:G0T0 3188 
188 GOSUB 3888 
118 X=96:Y=82:P05=PMD:SCR=1 
128 GRAPHICS 18: POKE 756, PEEK €1863 +1:P 
OKE 559,46:FL=-8.1 

138 POKE 711,14:P0KE 788,56:P0KE 718,3 
8:P0KE 712,2 

140 IF FLAG=8 THEH FLAG=1:G0T0 2618 
158 G8T0 498 
168 REM WM 
178 REM ■ I MAIN LOOP 
188 REM ■k4444444444444444i|_ 
198 S=5TICKC83 :X=X+CS=7 OR S=60"R S=S3 
*8-CS=ll 8R 5=18 8R S=93*8 
288 Y=Y+t5=13 OR 5=5 OR S=93*8-t5=14 
R 5=18 OR 5=63*8 

218 IF 5=7 OR 5=6 OR S=5 THEN P0S=PMD 
228 IF S=ll OR 5=11 OR S=18 OR 5=9 THE 
N P05=PMC 

238 IF H=288 8R K=48 THEN 498 
248 A=USRCM0VE,8,PMB,P0S,X,Y,83 
258 LOCATE CX-483/8, <Y-I83/8,C:IF C<>3 

268 ON SCR GOSUB 648,718,848,988,1188, 

1178,2318 

278 GOTO 198 

288 REM ■■tttttttttttttttttl 

298 REM ■ I END OF MAIN LOOP 

388 REM MM 

318 REM 

328 REM WM DEATH 

338 REM ^^ 

348 IF C=249 THEN 578 

358 POP :D=244:P0KE 53278,8 

368 MN=MH-l:IF MN=8 THEN 2988 

378 FOR K=Y TO Y+18 

388 A=USRCM0VE,8,PMB,D2,X,K,83 

398 A=USR(M0VE,8,PHB,D1,X,Y-(K-Y) ,8) 

488 SOUND 8,RND(83*14,8,14:NEXT K 

418 A=USRCM0UE,8,PMB,Z,8,8,83 

420 A=USRCMOUE,8,PMB,Z,8,8,83 

438 POKE 784,62:FL=-8.1:IF STRIG 483=1 

I Sitff 11a 

448 GOTO 2728 

458 REM 

468 REM 

478 REM 

488 REM HH GOTO SCREEN WM 

498 IF X=288 THEN SCR=SCR+1:X=48 

588 P8KE 77,8 

518 IF X=48 THEN SCR=SCR-1:X=288 

528 A=USRCM0VE,0,PMB,P0S,X,Y,83 

538 POSITION 8, 8 .'SOUND 8, 8, 8, 8: POKE 55 

548 GOSUB 5CR*148+1198:P0XE 559,46 

558 IF SCNH3=SCR THEN COLOR 249:E=SCR* 

2: PLOT PfE-13,PtE3 

568 FL=-8.1:G0T0 198 

578 FOR l*=14 TO 8 STEP -1: SOUND 8,188+ 

H,14,U:S0UND 1,188-H,14,M:NEXT M:NM=NH 

+l:5C=SC+18 

588 IF NM=8 THEN 2448 

598 COLOR 32:E=SCR*2:PL0T PCE-13,PtE3: 

GOTO 198 




688 
618 
628 
638 
648 
658 
668 
678 
688 
698 



REM 
REM 
REM 

REM m 
FL=FL+8 
IF FL=8 
IF FL=1 
IF FL=2 
IF FL=3 
COLOR D 



SCREEN ttl SUB WM 

l:IF FL>3.9 THEN FL=8 
THEN D=244: SOUND 8,36,4,2 
THEN D=245:S0UND 8,35,4,2 
THEN D=246:S8UND 8,34,4,2 
THEN D=245:S0UND 8,33,4,2 
PLOT 3,?:RETURN 



ISSUE 21 



ANALOG COMPUTING 



PAGE 79 



788 REM ■■ SCREEN 82 SUB ■■ 

718 FL=FL+1:IF FL<HU THEM RETURN 

728 FL=8 

738 E=INTCRMDC8J#53+l:IF E=l THEM E=81 

: PK=7 : PY=5 : PD=11 : PE=1 

748 IF E=2 THEM E=79:PX=12 :PY=I8:PD=6 : 

PE=4 

758 IF E=3 THEM E=88 :PX=16:PY=9 :PD=16 : 

PE=6 

768 IF E=4 THEM E=88:PX=17:PY=9:PD=17: 

PE=5 

778 IF E=5 THEM E=88 :PX=18 :PY=9 :PD=18 : 

PE=2 

788 C8L8R E+168:PL0T PX,PY:DRAMTO PD,P 

E 

798 FOR T=14 TO 8 STEP -1: SOUND 8,T,2, 

T:NEXT T 

888 LOCATE IX-48J /8, IY-18J /8,C :IF C<>3 

2 THEM 348 

818 SOUND 8,8,8,8:C0L0R 32:PL0T PK,PY: 

DRAMTO PD,PE 

828 RETURN 

838 REM ■■■ SCREEN UZ SUB Hf 

848 fl=int7flj+i:if FL<WV THENRETURN 

858 IF FL=28 THEN FL=999 :T=INT CRND«8J# 

93+l:C8LOR 87: PLOT T*2,9:50UND 8,RNDC8 

J #108+155, 8, 7: RETURN 

868 IF FL=1882 THEN COLOR 88: SOUND 8,R 

NDC8)«188+155,8,14:PL0T T#2,9:RETURN 

878 IF FL=1863 THEN COLOR 87: SOUND 8,R 

MDt0J«188+155,8,14:PLOT T*2, 9: RETURN 

888 IF FL<1886 THEN RETURN 

898 COLOR 32:PL0T T#2,9:S0UHD 8,8,8,8: 

FL=CT*2J#8+48 

988 FOR T=8 T8 1 STEP "1 

918 SOUND 8,14-T,8,14-T:PE=96-C8-TJ :A= 

USR(M0UE,1,PMB,PME,FL,PE,8-T> 

928 NEXT T 

938 FOR T=88 TO 22 STEP -4 : A=USR (HOVE, 

1,PMB,PME,FL,T,81 .'NEXT T 

948 A=USR(H0VE,1,PHB,Z,8,8,8) 

958 IF PEEKC53268J>8 THEN 348 

968 FL=8:S6UND 8, 8, 8, 6: RETURN 

978 REM ■■ SCREEN U4 SUB Mi 

988 FL=FL+l:IF FL (MU THEN RETURN 

998 T=INTCRHDC8}*63+l:IF T=l THEN PX=1 

: PY=9 : PD=1 : PE=1 : D=288 

1888 IF T=2 THEN PX=2 :PY=9:PD=2:PE=2:D 

=288 

1818 IF T=3 THEN PX=7 :PY=8:PD=8 :PE=1:D 

=287 

1828 IF T=4 THEN PX=15:PY=4 :PD=14 :PE=3 

:D=297 

1838 IF T=5 THEN PX=16:PY=4 :PD=14 :PE=2 

:D=287 

1848 IF T=6 THEN PX=12:PY=9 :PD=12 :PE=7 

: D=288 

1858 SOUND 8,18,4,14:C6L6R D:PLOT PX,P 

Y:DRAHTO PD,PE 

1868 FOR T=14 TO 7 STEP -1: SOUND 8,T,4 

,T:NEXT T 

1878 L6CATE CX-483/8, «Y-18J/8,C : IF CO 

32 THEN 348 

1888 C8L8R 32: PLOT PX,PY:DRAHTO PD,PE: 

SOUND 8, e jL 8,8:FL=fl: RETURN 

1896 REM ■■ SCREEN SUB tt5 ■£ 

1188 FL=FL+l:IF FL<INT fRND t8)*TeT+4 TH 

EN RETURN 

1118 S8UND 8,255,8,14:IF INTCRNDC8)*2) 

=1 THEN COLOR 87:G8T8 1138 

1128 C0L8R 88 

1138 PLOT 8,5:DRAKT0 8,1 

1148 LOCATE CX-483/8, tY~18J /8,C : IF C<> 

32 THEN 348 

1158 COLOR 32: PLOT 8,5:DRAHT8 8,1:S8UN 

D 8, 255, 8,2: FL=8: RETURN 

1168 REM ■■ SCREEN SUB tt6 WM 

1178 FL=FL+l:IF FL<WV THEN RETURN 

1188 T=IHTCRND18J*9J+1:IF T=l THEN PX= 

9:PY=4:PD=11:PE=2:D=289 

1198 IF T=2 THEN PX=18:PY=5 :PD=12 :PE=3 

:D=289 

1288 IF T=3 THEN PX=18:PY=5 :PD=7:PE=2 : 

D=287 

1218 IF T=4 THEN PX=11:PY=4 :PD=18 :PE=3 

:D=287 

1228 IF T=5 THEN PX=15:PY=9 :PD=15 :PE=1 

:D=2B8 



1238 IF T=6 THEN PX=16:PY=9 :PD=16:PE=1 
:D=288 

1248 IF T=7 THEN PX=17:PY=9 :PD=1? :PE=1 
:D=288 

1258 IF T=8 THEN PX=18 :PY=9 :PD=18 :PE=2 
:D=288 

1268 IF T=9 THEN PX=19:PY=9 :PD=19 :PE=2 
: 0=288 

1278 COLOR D:PLOT PX,PY:DRAMTO PD,PE 
1288 F8R T=188 T8 8 STEP -18: SOUND 8,T 
,14,14:NEXT T 

1298 L6CATE Of-483/8, CY-18J/8,C :IF C<> 
32 THEN 346 

1388 S6UND 8,8,8,8 : COLOR 32:PL8T PX,PY 
:DRAHTO PD,PE 
1318 FL=8: RETURN 

1328 REM M SCREEN 81 HH 

' tt6;L G0$; 

tt6 ; "([- 

tt6,""QcE CE CE 

tt6;' 



bbbbbbbbbbbbbbbbbbbb 



116; . 

tt6;"J 

tt6;"J 

tt6 ; "™ 

tte; 

tt6;' 



••f 



CE CE 



1330 

1340 

1350 

1368 

1370 

1388 

1390 

1466 

1410 

1420 ? tt6;"H FAAAAAH 

1430 ? »6 ;"HEQ3AAAAAAA AAA AAAAAA"; 

1448 ? tt6;LG2S; 

1458 RETURN 

SCREEN «2 Hi 
DDDDDDDDDAA"; 



1460 REM 
1476 ? tt6;" 



1488 
1498 
1586 
1516 
1526 
1536 
1546 
1558 
1568 
1570 
1588 



tte 

tt6 

tte;" 

tte;" 

tte;" 

tte;" 

tte;" 

tte;" 

tte;" 

tte; 

tte ; "| 



bbbbbb 
~bbbbr 

bbf 



CA" 
C 



CE 

Hi 



GGGGH 
FAAAAAAH 
FAAAAAAAE 
CAAAAAAE 
CAAAAE 
FAAHMBCAAE 

FAAAAAAHi 
FAAAAAAAAH 
FAAAAAAAAAAGGRGl : 



SCREEN UZ 



bbbbbbbbbbbbbbbbbbbb 



1596 RETURN 

1666 REM _ 

1616 ? tteT 71 !] 

1626 ? 

1636 ? 

1646 ? 

1656 ? 

1666 ? 

1678 ? 

1688 ? 

1696 ? 

1786 ? 

1716 ? 

1726 ? 

1738 RETURN 

1746 REM ■■ SCREEN tt4 

■» tt6;"DDAAAAECABBBBBBBBBB[! 




FaAAAAAAAAAAAAAAAAAA 



1756 
1768 
1776 
1786 
1798 
1866 
1816 
1820 
1836 
1840 
1856 
1866 



tte;" 

tte;" 

tt6;" 

tte;" 

tte;" 

tte;" 

«6;" 

tt«; 

«6; 

tte; 

tte;" 



CAAE CB 
CE B 

(HI 




1S78 RETURN 
1888 REM 

? tt6;"i 

*y 

i 
h 

? 

j> 
■7 

2810 RETURJ 
2820 REM 



FAAGGbbbb 
CD DDE 



FAAAAAAAAHvb 
GAAAAAAAAAAAAAAAAAAb 



SCREEN »5 



1890 
1960 
1910 
1920 
1930 
1940 
1950 
1960 
1970 
1980 
1990 
2000 



bbbbbbbbbbbbbbbbbbbb 



tt6;" 
tte;" 
tt6 ; " 
tte;" 
tte ; " 
tt6;" 
U6i" 

tte;" 
tte;" 
tte;" 
tte; 




II > 

■ 1 a 

r 

II a 



bAAAAAAAAAHFAAAHb 
FAAAAAAAAAAAAAAAAb 
bb AAAAAA AAA A AAAAAAAb 



SCREEN tt6 



PAGE 80 



ANALOG COMPUTING 



ISSUE 21 



2030 
2040 
2050 
2060 
2070 
2080 
2030 
2100 
2110 
2120 
2130 
2140 



Wo 

tte 

«6 
tt6 
«6 
»6 
K6 
tt6 
«6 
«6 

no 
tte 



'CAAAAAAAAAAAAAADDDAA' 



11 CAAAAECAAECAAE 
" CAAE CE CA 
CE C 



CD 1 




2150 RETURN 
2160 REM 



FAAGAAAAAblbbb 

AAAAAAAAAb 

AAAAAAAAAbbbbbbbbbbb 






2170 
2180 
2150 
22O0 
2210 
2220 
2230 
2240 
2250 
2260 
2270 
2280 



SCREEN tt7 



tt6;"ADDDDDD 

tt6;"E 

tt6;" 

tt6;" 

tt6;" 

tt6;" 

tte;" 

tt6; n 

tt6;" 

tt6; 

tte;" 

»6; 



AAAAAAAADDDD' 
AAAAAAAE 
AAAAAAE 
AAAAAE 



bb 
bb 
bb 
bb 

bbH BFAAHB 

bb M Ml pFAAAAA 

bb'SSiBIF AAA A C, A 

GAAAAAAAA A 6 A A AAA A A A A 



AAAAE 
AAAE 
AAE 
AE 



as 



2230 RETU RN 

2300 REM UM SCREEN SUB tt7 

2310 FL=FL+1:IF FL<HV THEN RETURN 

2320 FL=8 

2330 E=IHTCRNDCQ3*53+1:IF E=l THEN E=8 

: PH=3 : PY=9 : PD=3 : PE=l 

2340 IF E=2 THEN E=88 : PX=5: PY=9 : PD=5 :P 

E=l 

2350 IF 

E=6 

2360 IF E=4 THEN 



E=3 



THEN E=79:PX=6:PY=9:PD=3:P 

E=8i : PX=10 : PY=9 : PD=18 

E=5 THEN E=81:PX=12:PY=9:PD=18 



:PE=1 
2370 IF 
:PE=3 

2380 COLOR E+1605PLOT PX,PY:DRAMT0 PD, 
PE 
2390 FOR T=14 TO STEP -1:S0UND 0,T,2 

T:HEHT T 
2400 LOCATE tX-483 /8, CY-183 /8,C : IF CO 
32 THEN 340 

2410 SOUND 0,0,0, O: COLOR 32:PL0T PX,PY 
:DRAHTO PD,PE 
2420 RETURN 
2430 REM ■■ FINI WM 

2440 GRAPHICS 18: POKE 55 9,46 

2450 POSITION 2,5:? »6; "gSunSEBBIEDEEGI 

S!" 

2460 FOR T=0 TO 100: POKE 712, RND C03*25 

5:NEXT T:P0KE 712,0 

2470 POSITION 2,7:? tte^'score :" 

2480 FOR SC=SC TO SC+100 STEP 10:P0SIT 

ION 3,7:? «6;5C 

2490 FOR T=14 TO O STEP -I 

2500 SOUND 0,14-T,14,T:N EXT T :NEXT 5C 

2510 POSITION 2,3:? »6 : "fWI WiKMirTrililBll 

BB":MN=MN+1 

2520 IF MN=19 THEN MN=18 

2530 FOR T=6 TO 255 STEP 5 

2540 POKE 710,T:S0UND 0,T,I4,14 

2550 NEXT T 

2560 SOUND 0,0,0,0 

2570 HU=WV-3:IF WV<10 THEN WV=10 

2580 GOSUB 3000: GOTO 110 

2530 REM 

2600 REM H TITLE DISPLAY UM 

2610 COLOR ASCC'S-J :PLOT 0,0:DRAMTO 19 

,0:PLOT 19,11:DRAWT0 0,11:PL0T 0,1:DRA 

WTO 19,1 

2620 PLOT 0,10:DRAHT0 19,10 

2630 POSITION 0,2:? 86;LG0$;LG2S;LG0$; 

LG2S;LG0$;LG2$;LG0S;LG2$; :HV=0 

2640 FOR X=0 TO 7:P0KE 464+X+START, 255 

■ NEHT X 

2650 FOR X=0 TO 7:P0KE 464+X+START, :N 

EXT X:POKE 712,RHDC03*255 

2660 IF STRIGiQ3=0 THEN HU=2Q : MN=7 : HM= 

1:5C=0:60T0 2720 

2670 HU=HU+1:IF HU=50 AND FLAG=2 THEN 

2900 

2680 GOTO 2640 

2690 SOUND 0, 0, 0, O : SOUND 1,0,0,0 



2750 
2760 
2770 
2780 



2810 
2820 
2830 
2840 
2850 






AAHFAAAAAAH 

AAAAAAAAAAAHFHFAAAAA 



2700 REM 

2710 REM Oi DISPLAY SCORE MB 

2720 ? tte; "H": position o,o:poke 712,2 

2730 SOUND O, 0, 0, ! SOUND 1,0,0,0 
2740 ? tt6;LG2S; 

? tt6;"CAAAAECECAAAAAAAAECE"; 

? tt6;" CAAE CAAAAAAE "; 

? tt6,"" CE C AAAAE "; 

? tt6;" CECE "; 

2790 COLOR 188:PL0T 2,5:DRAHT0 1+MN,5 
2800 POSITION 4,6_1? tt6; SC 

? tte;'~ 

? tte;"C 

? tte;"G 

? tte ; r _ 

? tt6;LG0T7 
2860 IF PEEK«532793=6 THEN 2900 
2870 IF STRIGC03=0 THEN 2860 
2880 GOTO 110 

2890 REM Hi GAME OVER MM 

2, gP— G "ft.P. H . I . cs 18JP0KE 559,46:? 86;" 

aanaBEaa" 

2910 SOUND 0,0,0,0:S0UND 1,0,0,0 
2920 A=USRCMOVE,0,PMB,Z,0,O,83 
2930 POSITION 5,3:? tt6; "scor e : ";SC 
|». P05IU0H ,.„, Mr w -.zsito EZB 

2950 position 5,6:? »6; "aCT-IEIE" 

2960 FOR HV=0 TO 100: POKE 7li^RNDC03*2 

55: NEXT HU:HV=0:FLAG=2: GOSUB 3000 

2970 POKE 711,14:P0KE 708,50:P0KE 710, 

30:P0KE 712,2 

2980 ? tt6 ;"«";: POSITION 0,0:POKE 756, P 

EEK<1063+l:GOTO 2610 

2530 REM MM ENTER CASE POS . Hi 

3000 RESTORE 3100 : T=i : NM=1 

3010 E=INT{RND (03*23+1: IF E=l THEN REA 

D X,Y 

3020 READ X,Y:IF X=-i THEN GOTO 3050 

3030 X(T3=X:V(T3=Y:IF E=2 THEN READ X, 

3040 

3050 

3120 

3060 FOR T=l TO NB 

3070 READ X:E=T*2:P(E~13=X(T3 :P(E3=Y(T 

3080 S(T3=X:NEXT T 

3090 RETURN :GOTO 110 

3100 DATA 10,3,15,6,10,1,15,9,15,4,7,9 

3110 DATA 13,5,4,3,16,5,5,6,4,4,14,6 

3120 DATA 11,6,18,7,-1,0,-1,0 

3130 DATA 5,1,4,2,7,3,6 

3140 DATA 6,2,5,1,3,4,7 

3150 DATA 3,5,4,1,2,7,6 

3160 DATA 4,3,5,7,6,1,2 

3170 DATA 6.7,2,5,3,1,4 

3180 DIM P05(83,P1$(83,P2$(83,AS(23,BU 

G (5) , Z$ t8 J , PMMOUS tlOOJ , X (NB3 . Y (NB3 , P (N 

B*2 J , 5 CNB J , Dl$ (8) , D2$ (83 , LGOS £20) 

3190 DIM LG2$(203 

3200 GOSUB 3330 -.RESTORE 3750: POKE 712, 

126 

3210 LGQ$="====== C\3 A >?e=======":LG2S= 



======T\jAj?e-- ==== - 



3220 M0VE=ADR(PMM0U$3 :FOR X=l TO 100:R 
EAD N:PMM0V$(X)=CHR$(N3 ."NEXT X 

TO 8:READ N:P0$(I3=CHR$(N 



T=T+1:G0T0 3010 

E=INT CRND C03#53 +1 : RESTORE (E*103 + 



3230 FOR 1=1 

J :NEXT I 

3240 FOR 1=1 

3 : NEXT I 

3250 FOR 1=1 TO 8: READ 



TO 8: READ N:P1$(I3=CHR$(H 

N:P2$(I3=CHR$(N 

TO 8: READ N:Z$(I3=CHRS(N3 



3 :HEXT I 

3260 FOR 1=1 

:NEXT I 

3270 FOR 1=1 TO 8: READ N : DlS f 13 =CHR$ CN 

3 :NEXT I 

3280 FOR 1=1 TO 8 : READ N : D2$ (13 =CHR$ (N 

3 : NEXT I 

3290 PMBASE=INT ( (PEEK (1453 +33 /43 *4 : POK 

E 54279 , PMBASE : PMB=PMBASE*256 : PMD=ADR ( 

P0S3 :POKE 53277,3 

3300 POKE 704,62:P0KE 70S, 46 

3310 PMC=ADR(P1$3 : PME=ADR (P2$3 :Z=ADR(Z 

S3 :D1=ADR(D1$3 :D2=ADR(D2$3 

3320 GOTO 100 



Parallel Printer Interfaces 

For Your Atari® Computer 

Only $ 59 95 



Cent ari Interfaces 

(We had to change the name to sell at these low prices) 



Limited Time Only 
While Supply Lasts 





We made a special pur- 
chase of these beauties 
and we are passing the 
savings on to you! 

• Factory Fresh 

• Full Mfg. Warranty 

• Complete with Cables 

• Ready to Run 

• No Software Needed 

• Plugs into Serial 
Peripheral Port 



Don't Monkey Around, Buy a Centari Interface 

and connect your Atari 400, 800, 600XL or 800X1 

to any Standard Centronics Compatible Printer 



Send your check or money order to: 

(Sorry no charge cards at these prices) 

Please add $2.00 for shipping 

NYS residents add 7% Sales Tax 



E.J.B. Electronic Systems 

2902 Eggert Rd. 

Tonawanda, NY 14150 

(716)837-9411 



Hurry While Supply Lasts 

CIRCLE #141 ON READER SERVICE CARD 



Atari is a registered trademark of Attair Inc. 



PAGE 82 



ANALOG COMPUTING 



ISSUE 21 



3330 POKE 106, PEEK <106) -5: STARTS {PEEK C 
1065+11*256: POKE 756, START/256 :POKE 75 
2,1 

3340 RESTORE 4000:DIH XFR$C381:F0R V-l 
TO 38: READ Z : XFRS CY, Y1=CHRS IZ1 : NEXT V 
3350 Z=USRCADR(XFRS11 :RESTORE 3390:X=2 
32-8: READ Z 

3360 IF Z=-l THEN RESTORE : RETURN 
3370 FOR Y-0 TO 7: POKE X+Y+START, Z : REA 
D Z:MEXT Y:X=X+8 
3380 GOTO 3360 

3356 DATA 0, 1S2, 118, 63, 112,152, 0,0 
3400 DATA 0,0,0,0,0,0,255,255 
3410 DATA 0,0,195,207,205,207,237,237 
3420 DATA 0,0,59,187,191,151,183,183 
3430 DATA 0,0,120,96,112,96,127,127 
3440 DATA 255,255,255,255,255,255,255, 
255 
3450 DATA 255,17,255,136,255,17,255,13 

3460 DATA 255,255,55,21,21,5,5,1 

3470 DATA 255,255,255,247,245,181,181, 

144 

3480 DATA 255,246,244,244,112,80,64,64 

3490 DATA 1,7,23,23,55,127,127,255 

3500 DATA 164,173,253,255,255,255,255, 

255 

3510 DATA 128,136,168,232,248,250,250, 
255 

3520 DATA 195,199,46,30,62,125,251,199 
3530 DATA 192,226,113,53,9,21,67,63 
3540 DATA 56,56,16,56,146,186,214,254 
3550 DATA 3,71,142,172,144,168,194,252 
3560 DATA 24,24,24,24,60,126,126,102 
3570 DATA 68,60,255,255,255,255,255,25 

3580 DATA 192,64,112,16,28,4,7,1 

3590 DATA 24,48,24,48,24,48,24,48 

3600 DATA 3,2,14,8,56,32,224,128 

3610 DATA 255,146,255,146,255,146,159, 

159 

3620 DATA 255,73,255,73,255,73,255,255 

3630 DATA 2,6,6,31,22,22,18,56 

3640 DATA 56,68,130,146,130,68,56,56 

3650 DATA 64,96,96,248,104,104,72,28 

3660 DATA 16,74,84,137,100,146,84,40 

3670 DATA 84,96,170,85,178,41,38,20 

3680 DATA 0,60,36,255,255,255,255,0 

3650 DATA 0,0,0,0,0,0,255,255 

3700 DATA 127,255,192,254,127,3,255,25 

3710 DATA 0,115,123,107,121,112,96,96 

3720 DATA 8,48,48,240,224,192,192,192 

3730 DATA 252,254,198,254,252,192,192, 

192 

3740 DATA -1 

3750 DATA 216,104,104,104,133,213,104, 

24,105,2,133,206,104,133,205,184,133,2 

04,104,133,203,104,184,133,208 

3760 DATA 104,104,133,209,104,104,24,1 

01,209,133,207,166,213,240,16,165,205, 

24,105,128,133,205,165,205,165 

3770 DATA 0,133,206,202,208,248,160,0, 

162,8,196,209,144,19,156,207,176,15,13 

2,212,138,168,177,203,164 

3788 DATA 212,145,205,232,165,0,240,4, 

165,0,145,205,200,152,128,208,224,166, 

213,165,208,157,0,208,56 

3758 DATA 0,192,118,63,112,192,0,8 

3800 DATA 0,3,110,252,14,3,0,0 

3810 DATA 24,24,24,24,68,126,126,102 

3820 DATA 0,0,0,0,0,8,0,0 

3830 DATA 0,192,118,37,8,8,0,0 

3840 DATA 0,0,20,55,112,192,0,0 

4000 DATA 104,165,0,133,203,133,205,16 

5,224,133,206,165,106,24,105,1,133,284 

,160,0,177,205,145,203,200,208 

4010 DATA 245,230,204,230,206,165,206, 

201,228,208,237,56 



CHECKSUM DATA 

(see page 27) 



1 DATA 62,334,58,584,78,255,576,412,54 

4,518,753,852,842,41,365,7118 

158 DATA 731,164,816,62,11,526,116,871 

,565,431,714,231,733,28,362,6361 

380 DATA 150,81,556,87,715,361,615,754 

,576,673,114,663,666,782,577,8258 

450 DATA 55,58,101,61,254,550,100,431, 

81,414,155,447,813,745,534,5683 

680 DATA 84,87,56,553,145,653,700,707, 

710,35,947,636,79,283,428,6585 

750 DATA 433,442,449,621,108,711,614,6 

01,959,903,230,169,173,638,311,7362 

980 DATA 52,651,772,587,684,511,557,57 

4,661,376,310,310,441,444,461,8631 

1050 DATA 541,546,585,458,212,52,804,5 

12,151,585,810,215,785,652,440,5352 

1200 DATA 575,434,453,460,467,477,484, 

213,316,557,885,288,523,832,286,8058 

1350 DATA 637,516,517,518,515,125,546, 

446,136,778,756,532,565,337,338,5786 

1500 DATA 532,815,145,235,505,178,326, 

523,882,803,534,252,85,862,27,7556 

1656 DATA 446,253,448,837,450,668,686, 

14,803,543,378,544,88,556,326,7752 

1800 DATA 321,388,285,86,821,681,88,81 

0,552,306,52,481,258,65,758,6424 

1550 DATA 371,755,842,150,620,153,782, 

526,15,815,272,854,864,735,734,5016 

210O DATA 732,688,581,482,688,785,535, 

388,1,522,881,732,708,606,373,5426 

2250 DATA 652,638,788,8,756,33,751,258 

,202,151,177,557,607,443,547,7008 

2400 DATA 556,855,755,547,716,164,45,2 

52,507,156,1,168,6,187,556,6515 

2550 DATA 535,221,206,85,381,326,588,4 

22,486,785,984,935,265,741,751,7555 

2780 DATA 258,325,614,748,785,74,517,2 

83,61,588,378,402,475,611,71,6636 

2850 DATA 851,526,652,857,535,111,752, 

502,874,47,388,866,22,324,287,8878 

3800 DATA 327,426,571,28,485,586,467,8 

47,583,530,12,858,54,536,536,7632 

3150 DATA 531,540,546,418,6,66,38,727, 

82,84,86,717,51,53,354,4335 

3388 DATA 540,111,877,567,554,582,705, 

377,738,503,52,222,585,757,352,8810 

3450 DATA 272,455,385,88,581,382,378,1 

15, 756 , 241 , 67, 538 , 305, 452 , 671 , 6446 

3600 DATA 441,405,56,342,556,8,582,814 

,782,187,382,186,265,353,584,6787 

I ?5 ,SS T £-,2 83 ' 978 ' 23 ^ ' 418 ' 915, 313 , 542, 
544,338,575,534,825,8256 



Coming soon: 
Kyle Peacock's 



BOPOTRON! 

A game where you can 
design your own levels! 



ISSUE 21 



ANALOG COMPUTING 



PAGE 83 



The 

ANALOG 

Card 

File 



16K Disk 



by David Plotkin 



As I was doing my income taxes this year, I found 
that I needed a tool to organize and catalog the 
veritable mountain of receipts. This little utility was 
just what the doctor ordered. It allows you to type 
just about anything you want on the screen, save the 
screen to disk, edit it in the future and print it out 
for posterity. 

The first thing you are presented with is the general 
menu screen, offering various options: 1. getting a 
disk directory and purging files from the disk; 2. start- 
ing with a new screen; or 3. Editing an old screen. 
Also on this screen are some brief instructions. 

If you choose a new screen, you'll need to specify 
the filename to store the screen under, then you are 
presented with a blank lined screen, similar to a 5" 
X 7" index card. On the first line is the title; this 
doesn't get printed out when you dump the screen 
to the printer. Be careful not to scroll the screen, or 
some of your information will move up into the title 
area, with some pretty strange -looking results. If you 
do inadvertently have this problem, you can just RE- 
SET and RUN the program again. If you choose to 
edit an old screen, you'll need to give the filename 
of the screen, which will then be presented for 
editing. Press SELECT to print the screen, START 
to save the screen to disk, and OPTION to start over 
without saving the screen. The major sections of the 
program are as follows: 



Lines 0-20 — Set up, initialize and modify 
the display list. 

Lines 25-60 — Draw the menu screen with 
instructions and get the users choice. 

Lines 100-120 - The New Screen routine. 

Lines 130-160 — Read the keyboard di- 
rectly from the memory location 764. Also 
check for pressing of the console buttons 
(START, SELECT, and OPTION). 

Lines 700-720 — Delete a file. 

Line 800 — Get the name of the file to edit, 
then go get it. 

Lines 900-960 — The disk directory. 

Lines 1 000- 1 030 — Write a screen to disk. 
The write is done using the fast IOCB routines, 
which are set up in Lines 1020 and 1030, then 
called in Line 2030 by the USR call. 

Lines 2000-2030 — Read a screen from 
disk. This routine also uses the high speed 
IOCB call. 

Lines 3000-3010 — Print out the screen. 
Each character in a line is PEEKed from the 
screen. The memory address of the beginning 
of each line is looked up in the array LINE; 
this is much faster than calculating the address 
each time. Before the character PEEKed from 
the screen can be printed, however, it must 
be translated from Internal Code to ATASCII, 



PAGE 84 



ANALOG COMPUTING 



ISSUE 21 



which is what the printer understands. The 
variable IC is a value of Internal Code. HOLD$ 
is an array of ATASCII codes in Internal Code 
order, so looking up HOLD$(IC+l) returns 
the ATASCII code HOLD$(IC+l). It's pretty 
fast, too. 

Lines 3100-3150 — This section of code 
fills the array HOLD$ with ATASCII codes in 
Internal Code order, for use in the printer dump 
routine. 

Lines3 200-3 260 — Set up the Player/Missile 
graphics. What Player/Missile graphics? What do 
you think those nice, thin lines are? They are 
single-line resolution Player/Missiles, in triple 
width, butted edge-to-edge to fill the screen. By 
proper positioning, there is no overlap between 
the lines and the letters. 

I have found this program to be quite useful for 
keeping records, since I can set up full screens of data 
in any format I want. □ 



ANALOG CARD FILE 



IF NEW SCREEN THEN DRAM A 
BLANK SCREEN AND PUT THE 
CURSOR ON THE FIRST LINE. 

IF OLD SCREEN THEN LOAD THE 
SELECTED SCREEN, GOTO EDITOR, 
AND SAVE OVER OLD FILE. 



REM 

1 REM 

2 REM 

3 REM 

4 REM 

5 REM 

6 REM 

7 REM 

8 REM 

9 REM 

i2„£ 1=1 : K255 =255 : K256=K255+K1 : TRAP 28 : 
POKE 752 .Kl:? "INITIALIZING" 

i? Sif 1 .^ CK1> ' FIL I S tJLS1 • LINE "53 , PPS C4 

85, HOLDS <K2563,FH$tl43 

16 SCREEN=PEEK C883 +K256#PEEK C893 +48 : FO 
R J=K1 TO 23;LINECJJ=SCREEN:5CREEN=5CR 
EEN+48: HEHT J;G0SU B 3188 

19 rem KEmai naBanm 

28 TRAP 28: GRAPHICS KB: POKE 559,62:P8K 
E S3277,3:SETC0L0R 2,K8,K8:G0SUB 38888 
:P0KE 82, KB 

25 ? ;? :? »Mt*# ANALOG CARD FILE #**«• 
:? :PP$=CHR$C183 :PP$ t483=PPS:PP$C23=PP 
$:? PP$ 

26 ? "AFTER SCREEN IS LOADED, TYPE ON 
THE"!? "SCREEN AS DESIRED. START=SAVE 

TO" 

27 ? "DISK. 0PTI0H=START OVER WITHOUT 
SAVING" 

28 ? "SELECT=PRINT OUT THE SCREEN.":? 
:? PP$ 

38 ? :? "qem or (old screen, slrectory" 
:? "or Surge a card: "; :close «ki:opeh 

ttKl , 4 , KB , "K : " : GET «1 , J : AS=CHRS f J J 
48 IF AS="0" THEN 888 
45 IF A$="P" THEN 788 
58 IF AS="D" THEN 988 
68 IF A $Q"H" THE N 38 

" REM JEHa B3JBa ' 11 33] I JS3M 

188 ? "HEW":? :? "FILE NAME TO SAVE AS 
";:G0SUB 4888:GRAPHICS K8:P0KE 559,62 
118 POKE 53277, 3:SETC0L0R 2,8,2:SETC0L 
OR K1,K8,13:SETC0L0R KB, Kl, 15 : DL=PEEK ( 
568J+PEEKC5613*K256:G0SUB 38688 

128 POKE DL+3,78!P0KE DL+6,11:? " ANAL 
OG CARD FILE": 

129 REM ■alfriTTITMTTiiniliTr^i 

138 TRAP 28:CL0SE ttKi:0PEN ttKl,4,K6,"K 
:":P0KE 82,K8:P0KE 752,KB:P0SITI0N K8, 
Kl:? "*+";:P0KE 764,K255 

146 IF PEEKC7643 0K255 THEN GET tt*l,K: 
? CHRSCK3 ; :G0T0 146 



DELETE A FILE 



158 IF PEEK 4532793=6 THEN POKE 752, Kl; 
? "t"; :G0T0 1888 

155 IF PEEK (532793 =3 THEN 28 

156 IF PEEK 1532793=5 THEN 3888 
166 GOTO 148 
699 REM 

788 ? "PURGE":? : CLOSE ttKl:? "ENTER FI 
LENAME TO DELETE OR PRESS":? "RETURN T 
ABORT": :G0SUB 4886 

718 IF FN$="" THEN 28 

726 XIO 33 ,tt3 . KB . K8 ■ FILES : G8T 8 28 

799 rem ii^jfcHiliL?LlLl!lIliiia 

888 ? "OLD":? :? "FILE NAME TO EDIT";: 
GOSUB 48 68: GOTO 2888 

899 rem mm :m a < a aa m aa 

988 ? "HDRIVE »";:GET «K1,K :FNS="D1 :*. 

*":FNSC2,23=CHRSCH3 :CL6SE ttKl:? CHR$(X 

3:? :0PEN ttKl,6,K8,FN$ 

918 FOR X=K1 TO 64:INPUT ttKl, FNS :FN$=F 

NSC33:IF FNSC3,123="FREE 5ECTO" THEN 9 

45 

928 IF H/2=INTCK/23 THEN POSITION 15, ( 

K+K13/2:? FNS:GOTO 948 

936 POSITION 2,CX+23/2:? FNS 

948 NEXT X 

945 ? :? "PRESS ANY KEY TO CONTINUE... 

"; :P0KE 764,K255 

958 IF PEEK (7643 =K255 THEN 956 

968 POKE 764,K255:CL0 SE ttKl: GOTO 26 

999 REM IGfflBEgaiUPJMgHgai 

1888 CLOSE ttKl '.OPEN ttKl, 8, KB, FILES 
1818 PUT »K1,PEEKC9393 :F0R 1=788 TO 71 
2: PUT ttKl, PEEK CI3 : NEXT I 
1828 RAMT0P=PEEKC1863*K256:DL=PEEKC566 
3+K256*PEEK(5613 : BYTES=RAMTOP~DL :HI=IN 
TtBYTE5/K2563 : L0=BYTE5-HI*K256 



(continued on page 86) 



Atari owners, 
are you backed up? 

At last, an inexpensive and easy way to make back-up copies 
of your boot tape software. Even simple tape stretching from 
normal use can suddenly make a program no longer load. 
BOOT TAPE BACK-UP is a utility program that will generate a 
copy of your autoboot machine language programs to 
provide you with an identical copy to store away for safe 
keeping. 

Professionals make a back-up copy of everything. At minimal 
cost, you can now protect your large investment in software 
the same way. BOOT TAPE BACK-UP is simple to use and will 
pay for itself many times over. Don't put your precious 
programs at risk! 



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(makes lape lo tape backups ol all single stage and most multi-stage programs) 

' "Also available: BOOT TAPE BACK-UP PLUS" ' 
For disc owners (or future disc owners) -Same as above, but 
will ALSO transfer many of your cassette programs to disc as 
well. An even greater bargain! 



BOOT TAPE BACK-UP PLUS Only $19.95 



(as above plus transfers all tlngl* stag* tape programs to auloboot disci 

To order; 

Send CHECK or MONEY ORDER (include $1.50 shipping) to: 

'msb SOFTWARE 

P.O. Box 450 New York, NY 10024 

Requires: min. 32K - 410/1010 recorder - disc drive (optional) 

Note: Intended for personal archival use only! 

Dealer inquiries invited. Atari TM o( Atari, Inc. 




CIRCLE #142 ON READER SERVICE CARD 



ISSUE 20 



ANALOG COMPUTING 



PAGE 85 



DO YOU SUBSCRIBE TO ANALOG 
COMPUTING ON DISK OR CASSETTE? 



. . .if not, then 
you should. 

Since issue 1, 
ANALOGS 

cassette 
and disk 
subscriptions 
have eliminated 
the need for you 
to spend hours 
typing in 
programs from 
the magazine. 

All of the 
programs in the 
magazine are on 
the cassette and 
disk versions. 



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cassette. $90.00, 
disk, $130.00; 
1 /2 year (6 issues) 
cassette, $48.00, 
disk, $72.00. 




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ANALOG COMPUTING 
Issue #16 




n 



M) 



To subscribe on cassette or disk, 
send check or money order to: 



CASSETTE SUBSCRIPTION 

or 

DISK SUBSCRIPTION 



P.O. BOX 615 
HOLMES, PA 19043 

For Fastest Service. 

Call Our Toil-Free 

US Order Line 

800-345-8112 

In Pennsylvania call 800-662-2444 



PAGE 86 



ANALOG COMPUTING 



ISSUE 21 



1836 POKE 858,11:P0KE 856,L0:P0KE 857, 
HI: GOTO 2030 

L333 rem HOB MH3 3113033 3BQBM 

2880 CLOSE ttKl'OPEN ttKi , 4, K8, FILES 
2818 GET ttKl.fl: GRAPHICS A:POKE 555,62: 
POKE 53277, 3:F0R 1=788 TO 7i2:G£T «K1, 
A 

2820 POKE I,A:NEXT I:GOSUB 30O6O:POKE 
850,7:POKE 856,K255:P0KE 857,K255 
203© POKE 852,PEEKt5603 :P0KE 853,PEEKt 
561) ^^USRtADRfhhhSLUB") ,16) : CLOSE tti 
:GOTO 138 

2999 rem EHIiMgiiMEaEM OJ 

3080 TRAP 130:CLOSE ttKl:OPEN ttKl,8,K8, 

"P:":FOR J=K1 TO 23 

3010 FOR I=KI TO 40;PP$m=HOLDS<PEEK( 

LINE tJi +I-K1J +K1) : NEXT I:PRINT KKljPPS 

:HEKT J: C LOSE ttKl:GO TO 130 

3899 REM E 3 iTXmtm I WA a» H MJEHi 

3100 FOR II=KO TO K255;IC=II: IV=KO:IF 

IC>127 THEN IU=Kl:IC=IC-128 

3110 IF IC<64 THEN AC=IC+32+128*IU : GOT 

3140 

3120 IF IC<96 THEN AC=IC-64+128*IV : GOT 

3140 

3130 AC=IC+128*IU 

3140 H0LDS(II+K1)=CHRSCAC) :NEKT II 

3199 rem fcjaat Ei * BHBDaaooJai 

3200 PMBASE=PEEKC106)-16:POKE 54279, PM 

BASE : PMBA5E=PMBASE*K256 

3216 FOR M=53256 TO 53259: POKE M,3:NEX 

T W:POKE 53260, K255 

3220 POKE 88,K0:P0KE 89, PEEK 1106) ~16 

3236 FOR W=PMBASE+809 TO PMBASE+989 ST 

EP 8:F0R J=K8 TO 1024 STEP K256:P0KE W 

+J,K255:NEXT J:NEHT » 

3240 FOR W=704 TO 707:P0KE M, KO : NEXT M 

:POKE 559,62:P0KE 53277, 3:P0KE 623, Kl 



3256 FOR 1=53248 TO 53255: READ J: POKE 

I,J:NEXT I:RETURN 

3260 DATA 48,80,112,144,176,184,192,20 



FILE NAME HANDLER 



3999 REM 

4000 INPUT FN?: IF FNS="" THEN RETURN 
4010 FOR J=K1 TO LEN(FN$):IF FNSCJ,J)= 
THEN FILES=FNS: RETURN 

402O NEXT J:FILE$="D:":FILES(3)=FNS:RE 
TURN 

29999 rem BJIEEimOE IBHMaia 

30600 U=PEEKC16) :IF U> 127 THEN U=U-128 
:POKE 16,U:P0KE 53774, U 
30O1O RETURN 



CHECKSUM DATA 

(see page 27) 

DATA 854,987,465,241,782,995,615,382 

,260,3,508,874,214,229,790,8039 

25 DATA 436,318,575,582,603,712,728,68 

3,526,15,389,7,687,425,558,7164 

148 DATA 958,403,693,738,713,830,564,5 

48,14,338,266,428,338,467,628,7910 

938 DATA 769,786,6,849,540,748,337,789 

, 57, 998, 268, 331, 426, 725, 214, 7835 

2999 DATA 21,853,992,562,185,145,168,1 

28,319,151,136,16,481,609,426,5112 

3258 DATA 978,265,761,24,16,603,741,61 

3,46,4047 



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CIRCLE #143 ON READER SERVICE CARD 



ISSUE 21 



ANALOG COMPUTING 



PAGE 87 




This printer overview is limited to the more popular 
dot-matrix printers, which we feel deserve your firs 
consideration when shopping for a printer. Most 
the companies have higher and lower end models, 
but we'll stick with the models shown, because of the; 
sopularity and dependability. 

I hate to admit this, but I almost forgot to inclu 
the Atari 1025 printer in the comparison chart. Be 
rjg an Atari -exclusive magazine, we felt that it should 
be included. Don't get me wrong — it's a good heavy- 
duty general printer (actually, it's an Okidata 80), owt 
I've been spoiled with printers offering more features. 

As the chart shows, all but one of the printers use 
a nine-wire print head, and, unless you're lookini 
for a near-letter quality printer with the ability to 
do graphics and general printouts, the nine -wire print 
heads are fine. 

As far as the print speed, ANALOG uses both the 
Epson RX80 and C.Itoh Prowriter. . .and the slower 
Epson doesn't cause anyone to pace the floor in an- 



ticipation. So don't feel that speed should be your 
major concern (speed is slower in enhanced or letter 
quality modes). 

Because printers are usually a lot slower than o 
puters, a printer buffer is a nice feature. The print 
buffer is essentially memory that resides between the 
computer and printer. The buffer takes the informa- 
tion that is sent from the computer and sends it to 
the printer, according to the printer's speed limita- 
tion. With some of the larger optional buffers (up to 
32K), this can leave the computer free to do other 
things while the printer is still at work. 

Varyitjg print modes (i.e., double width, empha 1 - 
sized, compressed, etc.) will have a direct effect on 
the print size, which is measured in characters per 
inch, and the number of characters per column. For 
example, the Epson's smallest type, compressed, can 
fit 137 characters per line. The matrix listed for each 
printer is for that printer's normal character, not its 
expanded or compressed type (see Figure 1). 




PAGE 88 



ANALOG COMPUTING 



ISSUE 21 



Standard 

9X9 

print 

head 

matrix 



Figure 1. 

If the printer has other print modes or graphics 
capabilities, that matrix is shown on the chart in the 
graphics column. All printers have the standard 
ASCII character set and international symbols. A few 
may have italics, Greek, Japanese or other optional 
languages and symbols. If you'll be using your printer 
for correspondence, I'd recommend at least having 
italics, if no other fonts. 



Two of the printers have a nice feature that can 
save you some money. They plug directly into the 
Atari without the use of an interface. If you don't 
already have an interface and don't intend to buy one 
(perhaps you're saving up for a modem), then this can 
be a substantial savings. If you are planning on buy- 
ing an interface, I would suggest that you look at some 
of the third -party ones available. They are usually less 
expensive and easier to find than the Atari 850. 

Several years ago, reliability of printer mechanisms 
was a major concern. Today, however, most printers 
use high-reliability parts and virtually never break 
down. The Epson and C.Itoh printers in the 
ANALOG offices have been cranking out listings for 
over three years without any serious breakdowns. It's 
always better to play it safe, though, so it's a good 
idea to find out where the nearest repair facility is 
for the printer you're thinking of buying. 

As you may have noticed, this is more of an over- 
view of the more popular Atari -compatible printers 
— not a review. However, we picked only the printers 
that we would highly recommend. Don't be frightened 
by the prices. These are the suggested retail, and you'll 
more than likely find them at discount prices. De- 
pending on your needs, you'll be happy with any one 
of these printers. □ 



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CIRCLE #144 ON READER SERVICE CARD 





/ ATARI 
/ 1025 


/ AXIOM 
/ GP-700AT 


/ GEMINI 
/ 10X 


/ EPSON 

/ RX-80FT 


/ NEC 
/ 8023A 


/ OKIDATA /MANNESMANN/ C.IT0H 
/ 82A / Tally 160 / Prowriter 


/ 


Print Head 


9 wire 


Hammer 
4-Heads 


9 wire 


9 wire 


9 wire 


9 wire 


9 wire 


9 wire 




Maximum 
Print Speed 


40 cps 


86 cps 


160 cps 

Bi-Directional 


100 cps 

Bi-Directional 


120 cps 


120 cps 

Bi-Directional 


160 cps 


180 cps 




Buffer Size 


None 


1K 


8K 
Optional 


None 


2K 


2K 
Optional 


2K 


2K 


►a 


Print Size CPI 


5, 10, 16 


10, 13.3 


5, 6, 8.5 
10, 12, 17 


5, 6, 8.5 
10, 12, 17 


5, 6, 8.5 
10, 12, 17 


5, 8.3, 10, 
16.5 


5, 6, 8.2, 10 
12, 16.5, 20 


5, 6.5, 10 
12, 17 


a 

ft 

n 


Characters 
Per Column 


40, 80, 128 


80, 106 


40, 48, 68 
80, 96, 136 


40, 48, 68, 
80, 96, 137 


40, 48, 68 
80, 96, 136 


40, 66.4, 80 
132 


40, 48, 65, 80 
96, 132, 160 


40, 52, 80 
96, 132 


Standard 
Print Matrix 


9x7 


7x8 


9x9 


9x9 


8x8 


9x9 


7x9 


8x9 


Character Sets 


ASCII 

International 


ASCII 

International 


ASCII Italics 
International 


ASCII Italics 
International 


ASCII Italics 
International 


ASCII 

International 


ASCII 

International 


ASCII Greek 
International 




3 

B 

5 



3 
ft 


No. of Fonts 


1 


1 


8 


5 


4 


1 


1 


6 


Ribbon Type 


1/ 2 » 

Twin Spools 


4-Color 
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Directly to 
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Serial 
Parallel 


Serial 
Parallel 


Serial 


Serial 
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Serial 
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Serial 
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Paper 
Type & Size 


Tractor Frictn. 
3" to 9.5" 


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Roll 3" to 10" 


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Graphics Matrix 


None 


80 x 80 


60 x 72 
120 x 144 
240 x 144 


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sr 


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4-Color 
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RAM 
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Dimensions 


13.3"W 
9.6" D, 4.2" H 


17" W 
12.5" D, 4.5" H 


21 .3" W 
12.4" D, 5.3" H 


14.5" W 

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Weight 


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PAGE 90 



ANALOG COMPUTING 



ISSUE 21 




Boot 



Gamp 




by Tom Hudson 



Well, for the last week or so I've been receiving 
your solutions to the 5 times 27 multiply problem, 
and it looks like everybody's got the hang of it. Some 
people tried to cheat by multiplying 27 by 5. This 
is a much simpler operation, but we'll see later why 
this type of shortcut is not always possible. 

What happened?!! 

Figure 6 from last issue's column was a simple 
BASIC program that looked like this: 

18 GOSUB 10 
20 END 

I told you to execute it and see if you could deter- 
mine what went wrong. If you look at the code, you'll 
see that the program places itself in an infinite loop 
with the GOSUB 10 statement. If you let the pro- 
gram run for a few minutes, you'll eventually see an 
ERROR 2 message. What happened? Let's step 
through the program and find out. 

Line 10 executes a GOSUB 10 statement. The 
next executable statement is Line 20, so the line 
number 20 is placed on the stack. The program 
then branches to Line 10. The stack now looks 
like this: 

BASIC Stack 



20 



4 — POINTER 



Line 10 executes GOSUB 10 again, with the 
same results as above. The line number 20 is 
placed on the stack again, and execution con- 
tinues at Line 10 again. Now the stack looks like 
this: 

BASIC stack 



20 



20 



i — POINTER 



Line 10 performs the same set of operations 
again, and you can see that the program is in 
an infinite loop. Each time the GOSUB 10 state- 
ment is executed, the BASIC stack gets larger 
and larger. . .until there is no more memory 
available. When this happens, the computer 
stops with the ERROR 2 AT LINE 10 message. 

Obviously, one must take care that all subroutines 
are terminated by a RETURN. Each subroutine must 
contain at least one RETURN statement, otherwise 
you'll find yourself running out of memory far faster 
than you ever dreamed! 

Assembly subroutines. 

Last issue, as you recall, we found out what a stack 
is and how BASIC uses a stack to execute subroutines. 
There is a lot of "housekeeping" done by the system 
to keep track of subroutines, and we don't want to 



ISSUE 21 



ANALOG COMPUTING 



PAGE 91 



write all those routines ourselves, do we? 

Luckily for us, the 6502 microprocessor has its 
own set of subroutine instructions. They are: JSR 
(jump to subroutine), which corresponds to the 
BASIC GOSUB statement; and RTS (return from 
subroutine), which performs the same function as 
the BASIC RETURN statement. 

The format of the JSR instruction is: 
JSR nn (ABSOLUTE) 
The operand of the JSR instruction can be any ad- 
dress, such as JSR $4000, or a program label, such 
as JSR PRINT. 

When the JSR instruction executes, things hap- 
pen a little differently than they did in our BASIC 
example, last issue. Instead of a line number being 
placed on the stack, a two-byte address is used. More 
on that in a moment. 

The format of the RTS instruction is: 

RTS 

Like the RETURN statement in BASIC, the RTS 
instruction will continue execution at the instruc- 
tion following the JSR which called the subroutine. 
Let's look at an assembly program which uses the 
JSR and RTS instructions. For purposes of illustra- 
tion, we'll duplicate the function of the BASIC pro- 



gram we used last time. Figure 1 is a listing of the 
assembly program, with the addresses and hex codes 
of the instructions shown to the left of the line 
numbers. The corresponding BASIC statements are 
shown in the comment fields. 



»0B» 




10 




»m 






•600 


Da 


in 




CLD 






0601 
0604 


200306 
00 


20 

23 




JSR 
BRK 


SUB1 


I80SUB 100 


0683 
0608 
0609 
060C 


200906 

60 

AD 1306 

18 


30 
33 
40 

45 


SUB1 
SUB2 


JSR 
RTS 
LDA 


SUB2 
VARA 


I80SUB 200 

1 RETURN 

1 VARA-VARA-M 


060D 


6901 


30 




ADC 






060F 


8D1306 


33 




STA 


VARA 




0612 
0613 


60 


60 
63 


VARA 


RTS 

**■ 




1 RETURN 


0614 




70 




.END 







Figure 1. 

Let's walk through this program and watch what 
happens to the stack. Remember, the 6502 does all 
the stack handling for us, and this walk-through is 
just to familiarize you with what's happening inside 
the machine. 

Line 15 clears the decimal mode for the binary 
arithmetic the program will do later. At the start 
of the program, the stack pointer will be at some 
arbitrary location. We'll assume that it's set to 
$00 for this demonstration. The stack at this 
point looks like this: 

(continued on next page) 



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PAGE 92 



ANALOG COMPUTING 



ISSUE 21 



6582 stack <• 



S81FF 



SP 



08 



Line 20 performs a JSR to the location la- 
beled SUB1. Before going to the subroutine, the 
6502 must save the return address on the stack. 
The next instruction after the JSR is at $0604, 
so the 6502 takes this address and subtracts 1 from 
it, resulting in a return address of $0603. The 
stack pointer is decremented by 1, and contains 
$FF. The high byte of the return address ($06) 
is placed at location $01FF. The stack pointer 
is decremented again, and now contains $FE. 
Now the 6502 stores the low byte of the return 
address ($03) on the stack at location $01FE. The 
return address is now properly stored, and ex- 
ecution continues at location $0605, the ad- 
dress of SUB1. At this point, the stack looks like 
this: 



6582 Stack 



S81FF 



86 



83 



,_ L 



5P 



FE 



Line 30 — Execution continues here after the 
JSR process is complete. This is another JSR, 
this time to the subroutine labeled SUB2. As 
in the previous JSR, the return address minus 
1 ($0607 this time) is stored in the next two stack 
locations, and execution continues at the sub- 
routine. The stack pointer now contains $FC, 
and the stack looks like this: 



6582 Stack 



SBIFF 



86 



83 



86 



87 



SP 



<_r 



FC 



Lines 40 - 55 add 1 to the contents of loca- 
tion VARA, placing the result back into VARA. 
The stack is unchanged by this operation. 



Line 60 — Now we encounter our first RTS 
instruction. It functions almost like the BASIC 
RETURN statement, but with a small difference. 
When executed, the RTS gets the byte from the 
stack location indicated by the stack pointer and 
places it in the low byte of the program counter. 
Remember that the program counter is where 
the 6502 stores the address of the instruction 
that is currently being executed. The stack 
pointer is then incremented (to $FD), the next 
byte in the stack is placed in the high byte of the 
program counter, and the stack pointer is in- 
cremented again (to $FE). At this point, the pro- 
gram counter contains the return address minus 
1, so the program counter is incremented by 1 
to get the proper return address. In this case, the 
return address is $0608, and the program con- 
tinues there (Line 35). After this instruction 
executes, the stack will look like this: 



6582 Stack 



S81FF 



86 



83 



86 



87 



,_ L 



SP 



FE 



Line 35 executes another RTS instruction. 
This time, the program will return to location 
$0604 (1 byte higher than the location in the 
last two bytes of the stack). The stack pointer 
will be incremented twice, and when the pro- 
gram is complete, the stack pointer will contain 
$00. After this RTS, execution continues at Line 
25, and the stack looks like this: 



6582 Stack <■ 



581FF 



86 



83 



86 



87 



SP 



89 



Line 25 stops the execution of the program 
with the BRK instruction. The stack is un- 
changed. 

Don't panic! 

Remember, the 6502 performs all of the stack 
maintenance functions for you. Writing a subroutine 
in assembly is just as easy as writing one in BASIC. 
I've just explained the details of the stack, so that 
you'll be prepared for next issue's stack-manipulation 
instructions. 



ISSUE 21 



ANALOG COMPUTING 



PAGE 93 



Later on, when you're more comfortable with 
assembly language and the stack, we'll see how we 
can use the stack for some fancy control structures. 

Simple subroutines. 

Right now, let's see how simple assembly sub- 
routines can be. Let's write a subroutine that will add 
1 to a two -byte counter for us. 

Let's assume the counter is labeled COUNTL (low 
byte) and COUNTH (high byte). The normal code 
we'd use to add 1 to this two-byte counter is shown 
in Figure 2. 



LDA COUMTL 
CLC 

ADC tti 
STA COUNTL 
LDA COUNTH 
ADC ttO 
STA COUNTH 



;GET LO BYTE 
; CLEAR CARRY 
;ADD 1 

;5AVE LO BYTE 
;GET HI BYTE 
,-ADD WITH CARRY 
;SAUE HI BYTE 



Figure 2. 

Clearly, this is just a simple two-byte add operation 
(if you have problems with addition, review issue 17's 
Boot Camp). 

Let's say you're writing a program which needs to 
increment this counter in several different places. You 
could re-type the addition code each time you need 
it, but this would waste quite a bit of memory. Luck- 
ily, you know all about the 6502 JSR and RTS in- 
structions, so you write a simple subroutine to do 
the job. Figure 3 shows the code necessary. 



INCCTR LDA COUNTL 
CLC 

ADC tti 
5TA COUNTL 
LDA COUNTH 
ADC ttO 
STA COUNTH 
RTS 



;GET LO BYTE 
I CLEAR CARRY 
;ADD 1 

:SAUE LO BYTE 
;GET HI BYTE 
:ADD W/CARRY 
JlSAUE HI BYTE 
;RETURN! 



Figure 3. 

If you look at the subroutine closely, you'll see 
only two changes from Figure 1 ! The first line of the 
subroutine contains the label INCCTR (INCrement 
CounTeR). This allows us to reference the subroutine 
with an easy-to-remember name. The other change 
is the addition of an RTS instruction at the end of 
the routine. See? Writing assembly subroutines isn't 
so hard, after all. 

To call this subroutine, all we need is the state- 
ment: 

J5R INCCTR 

I'm sure you'll agree that this is much easier than re- 
typing the addition code each time you need to in- 
crement the counter. Figure 4 shows a complete pro- 
gram which uses the subroutine in three places. 



60 

70 

80 L00P1 

90 

6180 

6118 

8128 

8130 

0140 

0150 INCCTR 

0160 

0170 

0180 

0190 

028O 

0210 

0220 

0230 COUNTL 

0240 COUNTH 

0250 ACCUM 

O260 



JSR INCCTR 
LDH tt4 
JSR INCCTR 
DEX 

BPL L00P1 
LDA tt$58 
JSR INCCTR 
STA ACCUM 
BRK 

LDA COUNTL 
CLC 

ADC tti 
STA COUNTL 
LDA COUNTH 
ADC ttO 
STA COUNTH 
RTS 
*=#+l 
*-*+! 
*z*+l 
= EHD 



INC COUNTER 
5 TIMES. , . 
INC COUNTER 
NEXT X 
LOOP IF POS. 
GET tt IN ACC, 
INC COUNTER 
SAUE ACCUM. 
ALL DONE! 
GET LO BYTE 
CLEAR CARRY 
ADD 1 

SAUE LO BYTE 
GET HI BYTE 
ADD W/CARRY 
SAVE HI BYTE 
RETURN! 



10 


#= 


$0600 




20 


CLD 




; BINARY MATH 


38 


LDA 


ttO 


JZERO OUT. . . 


40 


STA 


COUNTL 


; COUNTER LO 


50 


STA 


COUNTH 


; COUNTER HI 



Figure 4. 

Line 20 clears the decimal mode for binary 
arithmetic. 

Lines 30 - 50 set the counter (COUNTL and 
COUNTH) to zero. 

Line 60 increments the counter using the JSR 
INCCTR instruction. 

Lines 70 - 100 increment the counter five 
times using the X register as a loop counter. The 
count starts at 4, and the routine loops back to 
LOOP1 until the X register is less than zero. 

Line 110 loads the accumulator with $50. 

Line 120 JSR's to INCCTR to increment the 
counter a final time. 

Line 130 stores the contents of the ac- 
cumulator at the location labeled ACCUM. 
Note that this will not be the value $50 loaded 
in Line 110, but will be whatever value the 
subroutine left there! This is an important point: 
You must remember which registers are altered 
by a subroutine, because the values in those reg- 
isters will be lost when the subroutine is called! 
In this case, only the accumulator is used by the 
subroutine, so the X and Y registers can be used 
without concern. 

Line 140 stops the program with the BRK in- 
struction. At this point, you can examine the 
counter (COUNTL and COUNTH) and see 
that it contains the value $0007 . The location 
ACCUM will contain $00, not the value $50 
loaded in Line 110. 

Lines 150 - 220 are the INCCTR sub- 
routine. 

Flexible subroutines. 

The INCCTR subroutine showed how a subroutine 
could be written to perform the same function each 
time. Now we're going to write a subroutine that will 
perform a function on a value passed to the subroutine 
in one of the registers. We'll use another familiar 
routine, multiplication by 27. 

We'll write a subroutine which will multiply the 
contents of the accumulator by 27 and return with 
the value times 27 in the accumulator. 



PAGE 94 



ANALOG COMPUTING 



ISSUE 21 



Those people who took the multiply 27 by 5 short- 
cut are in for a little surprise! In order for this 
subroutine to work, the multiply by 27 approach must 
be used. Take that! 

Figure 5 shows the subroutine necessary to multi- 
ply the accumulator by 27 and return the result in 
the accumulator. Only the accumulator is altered; the 
X and Y registers are untouched. The subroutine re- 
quires three one-byte storage locations, TIMES1, 
TIMES2 and TIMES8. 



8380 THREE *=*+! 

8318 SEVEN #=*+l 

8328 NINE *=*+l 

8338 ,END 



;3*27 RESULT 
;7*27 RESULT 
;9*27 RESULT 



MULT27 STA 


TIMES1 


;SAVE NUMBER 


ASL 


A 


;* 2 


STA 


TIMES2 


J SAVE 8 TIMES 2 


ASL 


A 


;* 4 


ASL 


A 


;* 8 


STA 


TIMES8 


;SAVE 8 TIMES 8 


ASL 


A 


;* 16 


CLC 




;CLEAR CARRY 


ADC 


TIMES8 


;*16 + *8 = *24 


CLC 




; CLEAR CARRY 


ADC 


TIMES2 


jl*24 + *2 = *26 


CLC 




; CLEAR AGAIN 


ADC 


TIMES1 


;#26 + *1 = *27 


RTS 




;ALL DONE! 



Figure 5. 

This routine is essentially the same as the multi- 
ply by 27 solution shown last issue. The accumulator 
is assumed to contain the number to be multiplied 
upon entry into the subroutine. After the multiply 
is complete, the result is left in the accumulator. The 
RTS instruction at the end of the routine lets us know 
that this is a subroutine. The subroutine is labeled 
MULT27 and is called with the statement: 

JSR MULT27 

Let's put this subroutine to work, using a program 
which will multiply the numbers 3, 7 and 9 by 27. 
We will place the results in locations labeled THREE, 
SEVEN and NINE, respectively. Figure 6 shows one 
possible solution. 



18 *- $8688 

28 CLD 

38 LDA 83 

48 JSR MULT27 

58 STA THREE 

68 LDA tt? 

78 JSR MULT27 

88 STA SEVEN 

58 LDA 89 

8180 JSR MULT27 

8118 STA NINE 

6128 BRK 

8138 MULT27 STA TIMES1 

8148 ASL A 

8158 STA TIMES2 

8166 ASL A 

8178 ASL A 

8188 STA TIMES8 

8196 ASL A 

8288 CLC 

8218 ADC TIMES8 

8228 CLC 

6230 ADC TIMES2 

6248 CLC 

8256 ADC TIMES1 

6268 RTS 

8270 TIMES1 *=*+l 

6286 TIMES2 *=*+l 

8256 TIMES8 *=*+! 



BINARY MATH 
GET 3, 
MULT BY 27, 
SAVE RESULT 
GET 7/ 
MULT BY 27, 
SAVE RESULT 
GET S, 
MULT BY 27 
SAVE RESULT 
AND STOP! 
SAVE NUMBER 

* 2 

SAVE tt TIMES 2 

* 4 

* 8 

SAVE tt TIMES 8 

* 16 

CLEAR CARRY 
*16 + *8 = *24 
CLEAR CARRY 
*24 + *2 = *26 
CLEAR AGAIN 
*26 + *1 - *27 
ALL DONE! 



Figure 6. 

Line 20 clears the decimal mode for binary 
arithmetic. 

Line 30 places the number 3 in the ac- 
cumulator, so that it can be multiplied by 27. 

Line 40 performs a JSR to the subroutine 
MULT27, which multiplies the accumulator by 
27. The result of the multiply will be in the ac- 
cumulator when the subroutine is finished. 

Line 50 stores the contents of the accumula- 
tor in the location THREE. This is the value 
3*27. 

Lines 60 - 80 multiply the number 7 by 27 
and place the result in the location SEVEN. 

Lines 90 - 110 multiply the number 9 by 27 
and place the result in the location NINE. 

Line 120 stops the program's execution. At 
this point, you can examine the locations 
THREE, SEVEN and NINE to be sure they con- 
tain 81 ($51), 189 ($BD) and 243 ($F3), re- 
spectively. 

Lines 130 - 260 are the multiply by 27 sub- 
routine. 

Homework. 

Now you know how to write subroutines in 6502 
assembly language. Subroutines are a powerful pro- 
gramming technique, and open doors into the Atari 
operating system (OS). Future installments of Boot 
Camp will show how to access these OS routines. 

Until next time, write a subroutine that will add 
the X register to the Y register, placing the result in 
the accumulator. If the result of the add is greater 
than 255 (carry flag set), put the value $FF in the 
X register. Otherwise, set the X register to $00. Good 
luck! □ 



Send all letters to: 

Boot Camp 

c/o ANALOG Computing 
RO. Box 23 
Worcester, MA 01603 




ISSUE 21 



ANALOG COMPUTING 



PAGE 95 



The 




File Printer 



A major enhancement for 
"simple" word processors 



40K Disk 



by Dr. John C. Ferguson 



The Bank Street Writer is an example of a simple 
word processor that is a near-perfect match for the 
Atari. Like the computer itself, it is rather inexpen- 
sive, a joy to use, and has a beautiful display. Unlike 
many other word processors, the BSW can be 
mastered in a few minutes. Even more important for 
the home user, it can be employed after several weeks 
of idleness with practically no effort needed to relearn 
the system. 

With the beauty of simplicity, however, there are 
always trade-offs. I found that the BSW's major limita- 
tions were not with the editing and filing functions, 
but with the printout. Printing a hard copy was 
awkward and required a great many keystrokes to ini- 
tiate. Even after all this effort, there was only very 
limited capacity to control the format, and no pro- 
vision at all to use the many extraordinary functions 
built into my NEC 8023AC printer. For example, if 
I wanted enhanced printing for a letter I had just 
typed, I would usually have to save the letter to disk, 
return to BASIC (perhaps inserting the cartridge), 
turn on the printer, LPRINT the enhanced print 
code, reboot the BSW (perhaps after removing the 
BASIC cartridge) and then go through the tedious 
procedure of initiating the printing. For reports, I 
could not use underline, tab stops, or the special 
Greek characters or numerical superscripts of the 
NEC 8023AC font! 



Recognizing that work was almost always saved to 
disk anyway, and that the problem was not really in 
the word processing, I began to develop the present 
program as an easier method to format printing func- 
tions and to allow the use of some seldom-used 
characters as "tokens" to call forth the underline, 
special symbols, and control functions of the printer. 
As I got more into it, I found that there were almost 
an infinite number of additional enhancements that 
could be incorporated, including right justification 
of text and word counting. The result is the Fergee 
File Printer, which is a smorgasbord of the functions 
that I find most useful. It can easily be modified to 
add still others, but, again, there are always trade- 
offs between simplicity of use and complexity of 
control. 

What FFP does. 

The program is designed to be easy and fast. The 
major functions — file calling, token translation, word 
wrap, right justification and word counting — are all 
accomplished with machine language subroutines, 
thus execution will only be slowed by the speed of 
the printer itself, and the NEC 8023AC is quite fast. 
Actually, only a few lines identified by REM state- 
ments call on printer-specific functions, so the pro- 
gram can easily be modified to work with Epsons or 
other common printers. 

When the program is run, a title page is briefly 



PAGE 96 



ANALOG COMPUTING 



ISSUE 21 



displayed, showing the translations which are made 
in the file written with the word processor. These were 
selected to be easy to remember. Underline is set with 
" <" and cleared with ">". The "[" (like "C") causes 
the next letter typed to be interpreted as a CTRL 
character, and "]" (nearest the ATARI key) similarly 
causes the next letter to be interpreted as an ATARI 
character. A CTRL -ATARI character can likewise be 
called with "A" (above the ATARI key), while next 
to it "\" produces the ESC code. The BSW pro- 
gram's CTRL-C for centering text and the CTRL-1 
for indenting are retained. If you would like the in- 
dent to be less than the preset eight spaces, a REM 
statement in the program tells how this function can 
be modified. 

The redefined keys are lost for their normal func- 
tions, but their use while typing BSW files will now 
permit almost all of the printer function codes to be 
embedded in the text. 

Working with the FFP. 

While the program is displaying the title page, the 
computer is busily loading some of the machine 
language subroutines into memory. During this period 
you may, if you wish, remove the program disk from 
your drive and insert your disk of BSW files. When 
the poking is done, the display will shift to the 



primary menu for controlling printer format. The 
menu page also shows the preset default values. If 
these are satisfactory, simply push RETURN, and you 
will quickly see a display of the disk inventory with 
a code letter by each filename. Another push of 
RETURN will put you back in the menu, if you now 
decide you want to change something or try another 
disk. Otherwise, press the letter of the file you want 
printed, and it will rapidly load into memory. 

You are now given a choice of either printing the 
file, viewing it (and possibly editing the starting or 
ending point) or returning again to the menu. A press 
of "P" will immediately initiate printing, provided 
you have turned on the printer. Thus, from booting 
the program, just three keystrokes will suffice to ini- 
tiate printout of any file on the disk, unless you want 
to change any of the many options that are available 
in the menu. As soon as the file is dumped out to 
the printer's buffer, the screen will display a count 
of the words (actually spaces and EOL codes), and 
an option, either to print another copy or to return 
to the menu, will be given. 

The menu shows a number of format changes that 
can be implemented, plus the current values. The 
initial default values are found in Lines 51 and 52 
and can be altered to suit your own tastes. 



Earn Extra Cash! 
Teach Others 

BASIC ■ 



Proven teach- 
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ISSUE 21 



ANALOG COMPUTING 



PAGE 97 



Any menu item may be changed by typing its 
number and RETURN. Some will toggle to the alter- 
native value; others will call for you to enter some 
specific data. In either case, the new values will be 
shown in a redisplay of the menu screen, and they 
will remain in effect until changed again, or until 
the program is restarted. 

Most menu items are sufficiently self-explanatory 
to need no comment, but a few do. In item 10, the 
set default of Right Justified calls forth a subroutine 
which inserts extra spaces within the lines, so that 
the text is neatly lined up on both the left and right 
margins, producing what — in many cases — is a more 
pleasing page appearance. I have also used it, in com- 
bination with changes in margin settings and line 
lengths, to produce dual column printing similar to 
this page. Note that there may be combinations of 
short line lengths, long words or non-printing con- 
trol characters that will produce aberrant results, 
which can, infrequently, be a problem. 

Item 12 allows you to define tab spacing at the time 
of printing. The tabs would be called by inserting the 
proper tokens in the text ("[I" for the NEC 8023). 
This greatly simplifies using the BSW for compos- 
ing tables. A single default tab to position 50 has been 
included; I use this routinely for the date and 
signature lines in letters. 

Item 13 allows other special codes to be sent out 
directly to the printer at the beginning of a session. 
] find that I often use it to call for 3 yi44-inch line 
spacing (about equivalent to V/i spacing), which — 
together with a setting of 35 lines per page, a line 
length of 78 and elite type — makes a nice format. 

item 14 allows you to enter a header of up to 75 
letters. If used, this will be printed out at the top of 
every page except page number 1 (Line 4020 prevents 
the header and page number from being printed on 
that page). Automatic page numbering in a choice 
of formats is provided in items 5 and 6. Be careful, 
when you print more than one file, that you set the 
correct first page number each time. If you want to 
set a new top-of-page position on the printer, turn 
it off and on again, to clear its memory. 

After a file is called, you are given an option to 
see it displayed. If this is chosen, you will quickly see 
the first 500 characters, in a readable form with word 
wrap. You can toggle up and down, or from begin- 
ning to end, using the same controls as in the BSW, 
but note that, if the 500 characters contain an 
unusually large number of EOL codes, some of the 
display may scroll off of the screen. At any point, 
pressing "C" will produce a redisplay of slightly more 
than the 500 characters without word wrap, and with 
the EOL codes translated to a visible symbol. In this 
mode, a new beginning or ending point may be 
designated by moving the cursor to the proper loca- 
tion and pressing "B" or "E." You can also abort back 
to the word wrap display. From it, you can choose 



further changes, to print the file, or return to the 
menu and start all over again. 

Et al. 

While the Fergee File Printer was specifically writ- 
ten to enhance the BSW, it is certainly not limited 
to that function. It should work with files generated 
by most other word processors and editors. I have 
found it extremely useful in printing out listings of 
assembly language routines generated with the Atari 
Macro Assembler-Editor, and with the Atari 
Assembler Cartridge. Try it on anything you like — 
you may be surprised at the results. 

The program is dimensioned for a 48K machine, 
a capacity which is usually recommended for word 
processing. It may be adapted for less memory by 
reducing the text buffer set in Line 44, eliminating 
REM statements and, if necessary, leaving out such 
subroutines as the title page (Lines 6000 - 6200) or 
view and editing (Lines 7000 - 8150). □ 



BASIC listing 1. 

i REM * 

2 REM * THE FERGEE FILE PRINTER 

3 REM * 

4 REM * BY 

5 REM * DR. JOHN FERGUSON 

6 REM 

18 REM * This program will print files 
created with BANK STREET 
WRITER and a number of other 

11 REM * editors and word processors. 

It will translate symbols 
embedded in text as shown 

12 REM * on the title page, and print 

out the file on a NEC 8823AC 
printer using its special 

13 REM * characters and controls. 

For other printers, change 
control codes in lines 

14 REM * 3515-3579 and 4348. The 

underline is set by ASCII 
codes 27 and 88 found in 

15 REM * lines 5838 and 5848. It is 

cleared with ASCII codes 27 
and 89 in line 5848. These 

16 REM * nag be substituted one for 

one with other codes if 
necessary. Change number of 

17 REM * indent spaces by replacing 

the two 8's in line 5868. 
Change other defaults at 56. 

18 REM 

38 GOTO 6888 

35 GRAPHICS 8 

48 DIM T0PSC10),NFSC1),PAUSESC1),EMSC1 

6) , HS C75J , FONTS C5) , SS C38) , FILES CIS) , RS 

C1),TABSC48),Z$C34) 

44 MEM=16686 

45 DIM TSCMEM), SPACES C8),LSC156), AS CI) 
,RJSC283),NSC158) , HCTS C27) :RJ$C1)="":R 
JS C283) ="" : R JS C2) =R JS 

58 REM DEFAULTS 

51 Ne=l:MAR=8:LL=64:PG=l:T8PS="T0P Ctt. 
) " : T0P=1 : NFS="Y" : PAySES= , 'N n : NUM=55 : EMS 
="N M : FOHTS^'PICA" : HS-"" : SS="" 

52 RS= M Y ,, :TABS="858" 

78 FOR N=8 TO 234: READ R:P0KE 1536+N,R 
:NEKT N:REN TRANSLATE SRT 

75 FOR N=8 TO 282: READ R:P6KE ADRCRJS) 
+N,R:NEHT N:REM RIGHT JUSTIFY SRT 

76 FOR N=l TO 34:READ R : ZS CN, N)=CHR$ CR 
) iNEXT N 

77 FOR N=l TO 27:READ R :HCTS CN,N) =CHR$ 
CR):NEKT N:REM WORD COUNTER SRT 

88 GRAPHICS 



PAGE 98 



ANALOG COMPUTING 



ISSUE 21 



189 TRAP 46080: TRAP 10 00:? " H":? "EHTE 

R NUMBER TO CHANGE OR [^1E^C1 ,, : F=0 : POKE 
1779,0:POKE 1780,0 

105 ? :poke 85,25: ? "Defa ult" 
186 POKE 85,25:? " " 

110 ? " 1. Line spacing- ";M0 

120 ? " 2. Text lines per page- ";NUM 

130 ? " 3. Left Hargin- ";MAR 

140 ? " 4. Line length- ";LL 

150 ? " 5. Start with page- ";PG 

160 ? " 6. Page number, where- ";T0P 

170 ? " 7. Start at top- ";HFS 
180 ? " 8. Pause between pages- ";PAU 

190 ? " 9. EMphasized print- ";EMS 
280 ? "10. Right justified- ";R$ 
210 ? "11. Font type- ";F0N 

220 ? "12. Tabs set at- ";TAB 

S:? 

230 ? "13. Special codes: ";SS: 

*> 

240 ? "14. Header: ";H$ 

250 ? : INPUT 

255 TRAP 100 

260 ON D GOTO 270,300,330,350,360,388, 

438,448,460,465,470,600,650,700 

270 IF N0=1 THEN N0=2:G0T0 100 

271 IF NQ=2 THEN N0=1:G0T0 100 

300 ? "*":? :? "HOM MANY TEXT LINES PE 

R PAGE?":? :? "CNornal value is 55)":? 

320 ? :? : INPUT NUN: GOTO 100 

330 ? "«":? :? "ENTER tt SPACES FOR LEF 

T MARGIN" 

335 ? : INPUT MAR 

340 GOTO 180 

350 ? "«":? :? "ENTER LINE LENGTH fl-1 
50) " 

351 ? :? "Nor Hal values:"; :POKE 85,28: 
? "Pica 64" 

352 POKE 85,26:? "Elite 78" 

353 POKE 85,28:? "Proportional 100" 

354 POKE 85,28:? "Condensed 118" 

355 ? :? : INPUT LL:IF LL<1 OR LL>150 T 
HEN 350 

357 GOTO 100 

360 ? "*":? :? "ENTER NUMBER FOR FIRST 

PAGE":? 
365 INPUT PG 
370 GOTO 100 

388 ? "*":? :? "DO VOU MANT PAGES NUMB 
ERED AS:" 

385 ? :? " CD TOP It." 

398 ? " f2) TOP Page tt" 
395 ? " C3) BOTTOM - l» -" 
400 ? " C4) NONE" 

405 ? :INPUT D:ON D GOTO 410,415,420,4 
25 

410 T0P=1:T0P$="T0P Ctt.)":GOTO 100 
415 T0P=2:T0PS="T0P CPage)":GOTO 100 
420 T0P=3:T0PS="B0TT0M":G0T0 100 
425 T0P=4:T0PS="N0NE":G0T0 100 

430 IF NF$="Y" THEN NFS="N":GOTO 180 

431 IF NFS="N" THEN NFS="Y":GOTO 100 

440 IF PAUSES="Y" THEN PAUSES="N" :GOTO 
100 

441 IF PAUSE$="N" THEN PAUSES="Y" :GOTO 
100 

460 IF EM$="Y" THEN EMS="N" : GOTO 100 

461 IF EMS="N" THEN EM$="Y" : GOTO 100 

465 IF R$="Y" THEN RS="N":GOTO 100 

466 IF R$="N" THEN RS="Y" :GOTO 100 
470 ? "*":? :? "ENTER FONT TYPE" 
475 ? :? " CI) PICA" 

480 ? " C2) ELITE" 

485 ? " C3) PROPORTIONAL" 

490 ? " C4) CONDENSED" 

495 ? :INPUT D:ON D GOTO 500,505,510,5 

500 FONTS="PICA":GOTO 100 

505 FONT$="ELITE":GOTO 100 

510 FONT$="PROP.":GOTO 100 

515 F0NTS="C0ND.":G0T0 100 

600 ? "U":? :? "TABS NOM SET AT: ";TAB 

610 ? :? :? "To change, enter new tab 
positions as three digit numbers se 
parated by commas. ":? :? 



620 INPUT T$:IF TS="" THEN 100 

630 TAB$=T$:GOTO 100 

650 ? "Hi":? :? "ENTER SPECIAL PRINTER 

CODES":? :? "CDo not use spaces or pun 

ctuation)" 

660 ? :? : INPUT SS:GOTO 100 

700 \ "*":? :? "ENTER HEADER: ":? :INP 

UT H$:GOTO 100 

1000 REM DISPLAY FILE LIST 

1010 ? "«" 

1015 TRAP 100 

1020 CLOSE tt2:0PEN 112,6, 0, "D:*.*" :CLOS 

E Hi: OPEN ttl,4,0,"K:" 

1030 FOR X=l TO 63:INPUT It2, L$ 

1040 POKE 85,1 :IF LS C5,16) ="FREE SECTO 

RS" THEN 1888 

1845 IF LSC11,13)="5YS" THEN X=X-1:G0T 

1070 

1050 IF H/2=IHTCK/2) THEN POKE 85,20:? 

■ I If ■ 

1060'? " ";CHR$C64+X) }" "';LSt3, 173 ;" " 

; :TSCCX-1)»16+1, CX-1)*16+16)=LS 

1070 NEXT X:GOTO 1030 

1088 ? :? :? "TYPE LETTER OF FILE TO P 

RINT OR" 

1085 ? "Gfflinn] FOR MENU":? 

1090 GET ttl,A:A=A-64:? CHRSC64+A) 

1100 L$=T$CCA-l)*16+3, CA~1)*16+13) 

1110 FILES="D:" 

1120 FOR X=l TO 8: IF LSCX,X)=" " THEN 

1148 

1138 FILESCLENCFILES)+i)=L$CX,X) 

1148 NEXT X 

1158 FILES CLEN CFILES) +1) =»« . " : FILES CLEN 

CFILES) +l)rL$C9, 11) 

2880 REM GET FILE 

2010 NUMBER= CSECT"1)*125 : NUMHI-INT CNUH 

BER/256) :NUML0=NUMBER-256«NUMHI 

2060 TS=CHRS CO) : TS CMEM) =CHRS CO) : TS C2) = 

TS 

2070 TRAP 40000: TRAP 2300 

2075 CLOSE HI: CLOSE «2:0PEN H2,6,0,FIL 

2080 INPUT tt2,LS:SECT=UALCLSC14,17)) 

2085 CLOSE tt2 

2090 NUMBER:: CSECT"1)*125 : NUMHI=INT CNUM 

BER/256) :NUML0=NUMBER-256*NUMHI 

2100 REM GET CIO 

2110 I0=l:CL05E ttIO:OPEN ttIO, 4,0, FILES 

2120 10=16*10: TRAP 2200 

2130 I0CB=832+I0:P0KE IOCB+2,7 

2140 ADRHI=INTCADRCTS)/256) 

2150 ADRL0=ADRCTS)-ADRHI*256 

2160 POKE I0CB+4,ADRL0:P0KE I0CB+5,ADR 

HI:POKE I0CB+8,NUML0:P0KE IOCB+9, HUMHI 

2170 I=USRCADRC"hhhSLUB"),IO) 

2180 FOR H=l TO 128: GET ttl,B:T$ CNUNBER 

+N,NUHBER+N)=CHRSCB):NEXT N 

2200 CLOSE III0/16:TS=TSC1,NUMBER+N-1) 

2210 IF TSCLENCTS))OCHRSC155) THEN TS 

CLEN CTS) +1) =CHRS C155) 

2220 GOTO 3000 

2300 TRAP 40000: CLOSE ttIO:? :? "Q CANN 

OT LOAD FILE!":FOR N=l TO 300: NEXT N:G 

OTO 2000 

3000 ? "«":? :? :? "PRESS: HRINT FILE 

CPRINTER ON?)" 
3010 ? :? " miEH OR EDIT FILE" 
3020 ? :? " GiENU" 
3030 POKE 764,255 
3040 IF PEEKC764)=10 THEN 3500 
3050 IF PEEKC764)=16 THEN 7000 
3060 IF PEEKC764)=37 THEN 100 
3070 GOTO 3040 

3500 REM SET PRINTER CONFIGURATION 
3505 TRAP 40000: TRAP 4500 :F=0 
3510 CLOSE tt2:0PEN tt2,8,8,"P:" 
3515 IF FONTS="PICA" THEN ? H2;"%N"; :R 
EM SET FONT 

3520 IF FOHT$="ELITE" THEN ? tt2;"tE"; 
3525 IF FONTS="PROP." THEN ? H2;"%P"; 
3530 IF FONTS="COND." THEN ? H2;"*0"; 
3548 ? H2;"%L"; :IF MAR<160 THEN ? H2;" 
0";:REM SET MARGIN 
3545 IF MAR<10 THEN ? »2;"0"; 
3550 ? tt2;MAR; 

3560 IF EM$="Y" THEN ? M2;"t !" : :REM SE 
T ENHANCED MODE 



ISSUE 21 



ANALOG COMPUTING 



PAGE 99 



357© NS="t C" : H$ CLEN CNS J +11 =TAB$ : N$ CLEM 

CMSl+1) =".":? tt2;NS;:REM SET TABS 

3580 ? tS2;S$;:REM SPECIAL CODES 

3590 POKE 1787,8:P0KE 1789,LL*1 

3600 PGS=PG:IF NF$="H" THEN 4110 

3610 LINES=0 

4000 REM TRANSLATE SECTION 

4020 IF PGS=1 THEN ? tt2:G0T0 4080 

4030 ? tt2;H$;:REM HEADER 

4040 IF T0P>2 THEN ? H2:G0T0 4080 

4050 FOR N=l TO LL-LENCH$>-2:? 112;" "; 

:NEKT N 

4060 IF T0P=1 THEN ? t!2;PGS;". n 

4070 IF T0P=2 THEN ? tt2;"Page ";PGS 

4080 ? 112:? 02: REM TOP SPACE 

4110 E=LENCT$) 

4120 L$="" : L$ C158J =•■" : L$ C2J =L$ 

4125 N$=" ":N$C150)=" ":N$C2J=N$ 

4130 USED=PEEK(1787) :F=F+USED:LIMIT=E- 

F:IF LIHIT>255 THEN LIMIT=255 

4135 IF PEEKC1791J<LL+1 THEN POKE 1785 

,1 

4140 IF LIMIT<0 THEN 4600: REM END 

4150 POKE 1791, LIMIT 

4155 X=USR CADR CZ$) , ADR CT$) +F , ADR CL$> 3 

4160 X=USRC1536) 

4165 X=USRCADRCMCT$» 

4170 IF R$="Y" THEN X=USRCADRCRJ$) , ADR 

CMS) J 

4200 REM PRINT SECTION 

4230 IF PEEKC1790)>0 THEN FOR N=l TO P 

EEKC17901:? t*2;" ";:NEKT N 

4240 IF PEEKC1787X1 THEN POKE 1787,1 

4250 IF R$<>"Y" THEN 4280 

4260 IF PEEK €1782) =0 THEN ? 112: GOTO 43 

10 

4270 ? B2 ;L$ CI, PEEK C17821): GOTO 4310 

4280 IF PEEKC1788X1 THEN ? tt2:G0T0 41 

30 

4285 IF L$=" " THEN ? 112 : GOTO 4130 

4300 ? »2;L$C1.PEEKC1788)) 

4310 IF N0=2 THEN ? tt2:LINES=LINES*l:R 

EM LINE SPACING 

4320 LINES=LINES*1 

4325 IF LINES<NUM THEN 4130 

4330 IF T0P=3 THEN ? tt2:F0R N=l TO LL/ 

2-3:? I«2;" "; :NEHT N:? tt2;"- "iPGS;" - 

II 

4340 PGS=PGS+1:LINES=0:? 112; :REM TO 

4350 IF PAUSE$= ,, Y" THEN ? "«":? :? "PR 
ESS RETURN MHEN PRINTER IS READY":? !? 

: INPUT LS 
4355 TRAP 40080: TRAP 4000 
4360 GOTO 4000 

4500 TRAP 40000:? "If":? "TURN PRINTER 
ON!" 

4510 FOR N=l TO 200: NEXT N:GOTO 3000 
4600 CLOSE Ml POKE 764,255 
4605 ? "H":? :? "HORD COUNT = "; PEEK CI 
7791 +256*PEEKC1780): POKE 1779,0:P0KE 1 
780,8:? :? 
4610 ? :? "EN TER 'P 1 TO PRINT A SECOND 

COPY":? "OR HmnEI FOR MENU":? :? 
4620 TRAP 40000:TRAP 100 
4630 INPUT L$:IF L$="P" THEN F=0:GOTO 
3500 

4640 GOTO 100 

5000 DATA 104,174,253,6,216,172,251,6, 
204 , 255 , 6 , 240 , 61 , 177 , 203 , 201 , 60 , 240 , 61 
,201,62,240,72,201,93,240,03 
5010 DATA 201,94,240,92,201,91,240,101 
,201,92,240,111,201,3,240,114,201,9,24 
0,119,201,155,240,20,172,252 
5020 DATA 6,140,246,6,145,205,238,252, 
6,238,251,6,202,208,193,76,192,6,238,2 
45,6,238,251,6,76,229,6,169,27 
5030 DATA 172,252,6,145,205,238,252,6, 
169,88,232,208,212,169,27,172,252,6,14 
5,205,238,252,6,169,89,232,208 
5040 DATA 197,238,251,6,172,251,6.177, 
203,24,105,128,144,184,238,251,6,172,2 
51,6,177,283,24,105,64,144,171 
5050 DATA 238,251,6,172,251,6,177,203, 
56,233,64,76,51,6,169,27,232,232,76,51 
,6,238,250,6,230,251,6,76,5,6 
5060 DATA 173,254,6,24,105,0,141,254,6 
,138,56,233,8,170,238,251,6,76,5,6,138 
,74,141,254,6,96,206,252,6,172 



5070 DATA 252,6,177,205,201,32,240,25, 

201,27,208,9,238,251,6,206,246,6,206,2 

46,6,201,128,144,3,206,251,6 

5080 DATA 206,251,6,208,219,206,250,6, 

240,208,96 

5100 DATA 104,104,133,208,104,133,207, 

173,246,6,200,1,96,206,245,6,208,9,238 

,246,6,169,1,141,249,6,96,56 

5110 DATA 237,252,6,133,209,169,0,205, 

249,6,208,58,238,249,6,141,252,6,141,2 

48,6,172,252,6,177,205,238,252 

5120 DATA 6,172,248,6,145,207,238,248, 

6,204,246,6,176,85,201,32,208,231,165, 

289,240,227,198,209,169,32,172 

5130 DATA 248,6,204,246,6,176,65,145,2 

07,238,248,6,24,144,207,206,249,6,230, 

209,173,246,6,141,248,6,238,248 

5140 DATA 6,172,252,6,177,205,206,252, 

6,172,248,6,145,207,206,248,6,48,25,20 

1,32,268,234,165,209,240,230 

5150 DATA 198,209,169,32,172,248,6,145 

,207,206,248,6,48,3,24,144,213,160,0,1 

77,207,145,205,200.204,246,6 

5160 DATA 144,246,165,209,240,31,173,2 

49,6,240,15,238,246,6,230,209,169,0,14 

1,252,6,141,248,6,248,160,173 

5170 DATA 246,6,141,248,6,141,252,6,20 

8,166,96 

5200 DATA 104,104,133,204,104,133,203, 

104,133,206,104,133,205,169,0,141,250, 

6,141,251 

5210 DATA 6,141,252,6,141,254,6,141,24 

6,6,141,245,6,96 

5300 DATA 104,172,252,6,240,17,136,240 

,6,177,205,201,32,208,247,238,243,6,20 

8,3 

5318 DATA 238,244,6,136,16,239,96 

6000 REM TITLE PAGE 

6005 GRAPHICS 

6010 DL=PEEKC560)+256«PEEKC561) 

6020 POKE DL+7,7:P0KE DL+8,7:P0KE DL+9 

,6:P0KE DL+10,7 

6022 POKE 712, 148: POKE 708,154 

6030 POKE DL+27,65:P0KE DL+20,PEEKC560 

>:POKE DL+28,PEEKC561J 

6040 POKE 752,1:? :POKE 85,17:? "THE": 

? :? :? :? :? :POKE 85,13:? "TRANSLATI 

ONS" 

6050 POKE 87,2:P0SITI0N 14,4:? U6,"FER 

GEE FILE" 

6060 POSITION 16,6:? K6. "PRIN TER" 

6070 POKE 87,0:P0KE 85,13:? " 



6080 ? :POKE 85,7:? "CTRL C = CENTER L 

INE" 

6090 POKE 85,7:? "CTRL I = INDENT 8 SP 

ACES" 

6100 ? SPOKE 85,9:? "< = SET UNDERL 

INE" 

6110 POKE 85,9:? "> = CLEAR UNDERLI 

NE" 

6128 POKE 85,9:? "1 - ATARI CHARACT 

ER" 

6130 POKE 85,9:? "E = CTRL CHARACTE 

R" 

6148 POKE 85,9:? "* = ATARI CTRL CH 

ARACTER" 

6150 POKE 85,9:? "\ = ESCAPE" 

6200 GOTO 40 

7000 REM VIEH FILE ROUTINE 

7010 CLOSE ttl:OPEN tll,12,0,"S :" 

7020 B=l:F=0:G=0 

7030 TRAP 40000: REM TRAP 7000 

7O40 ? "If"; "PRESS: fflP, QOHN, 0EGIMHIH 

G, SID," 

7850 ? " BHANGE, QRINT, SEN 

U" 

7055 ? " 



7O60 POKE 764,255 

7070 GOTO 8000 

7000 IF PEEKC764)=58 AND LENCT$)-B>560 

THEN B=F:GOTO 7040 
7090 IF PEEKC764)=11 THEN B=B~G:GOTO 7 
040 

7100 IF PEEKC764)=21 THEN 7020 
7110 IF PEEKC764)=42 THEN B=INTCLENCT$ 
)/5O0)«50O:GOTO 7040 



PAGE 100 



ANALOG COMPUTING 



ISSUE 21 



7120 IF PEEKC764)=18 THEN 7500 

7130 IF PEEK (7641=1© THEN 3500 

7140 IF PEEKC764)=37 THEM POKE 764,255 

:G0T0 100 

7150 GOTO 7080 

7500 REM EDIT PRINT FILE ROUTINE 

7510 ? "fl";"MOVE CURSOR AND SET: 0EG 

INNING, HMD" 

7520 ? "OR: HBORT (NOTE: EOL = k 

)" 
7525 ? " 

———■':? :? :X=3:Y=18:IF B<1 THEN B= 
1 

7530 TRAP 7540: FOR N=B TO B+531:IF ASC 
fT$CN,N)>=155 THEN ? "V; :NEHT N 
7535 ? T$CN,N); :NEHT N 
7540 POKE 764,255: POSITION K,Y:? "*"; 
7550 IF PEEKC764)=135 THEN X=X+i:GOTO 
7620 

7560 IF PEEK (764) =134 THEN X=H-1:G0T0 
7620 

7570 IF PEEK (764) =142 THEN V=V-1:G0T0 
7620 

7580 IF PEEK(764)=143 THEN Y=Y+1:G0T0 
7620 

7530 IF PEEK(764)=21 THEN 7700 
7600 IF PEEK (764) =42 THEN 7800 
7610 IF PEEK(764)=63 THEN 7000 
7615 GOTO 7550 
7620 IF H>38 THEN H=l 
7630 IF X<1 THEN X=38 
7640 IF Y>23 THEN Y=0 
7650 IF Y<8 THEN Y=23 
7660 GOTO 7540 

7700 B=B+ ( (Y-4)*38) +X-3 : TS=TS (B , LEN (T$ 
)) :GOTO 7000 

7800 B=B+((Y-4)#38)+X-3:T$=TS(l,B) :GOT 
7000 

8000 POKE 1787,0:P0KE 1789,38 
8010 IF B<2 THEN B=0:G0T0 8030 
8020 IF T$(B,B)<>" " THEN B=B-1:G0T0 8 
020 

8830 E=LEN(TS) :F=B:G=0 
8040 FOR M=l TO 16 

8050 LS= ,,,, :LS(80)= LS(2)=LS 

8860 USED=PEEK(1787) :F=F+U5ED :G=G+USED 

:LIMIT=E-F:IF LIMIT>255 THEN LIMIT=255 

8070 IF LIMIT<0 THEN 7080 

8880 POKE 1791, LIMIT 

8090 X=USR (ADR f Z$) , ADR ITS) +F , ADR (LS) ) 

8100 X=USR(1536) 

8110 IF PEEK(1782)=0 THEN ? 

8120 IF PEEK(1788)=0 THEN ? :GOTO 8140 

8125 IF PEEK (1798) >0 THEN FOR NN=1 TO 



8130 ? L$(l, PEEK (1788)) 
8140 NEXT M 
8150 GOTO 7880 



CHECKSUM DATA 

(see page 27) 

1 DATA 226,269,230,340,748,997,680,772 

, 268 , 391 , 195 , 252 , 200 , 190 , 275 , 5945 

30 DATA 647,171,233,651,971,284,13,342 

,256,446,153,73,166,386,975,5767 

106 DATA 395,909,514,633,731,191,691,4 

97,960,340,278,971,973,242,943,9268 

250 DATA 927,712,392,963,966,440,925,9 

89,494,699,304,387,292,138,682,9222 

355 DATA 882,709,120,862,708,75,403,29 

1,144,102,57,428,921,186,96,5984 

430 DATA 500,512,460,472,494,506,278,2 

79,266,576,132,431,886,86,433,6311 

585 DATA 307,296,267,102,789.925.486,8 

15,646,729,581,370,836,576,864,8589 

1040 DATA 203,117,225,288,812,991,167, 

939,658,942,33,905,536,657,261,7726 

2010 DATA 337,849,284,978,308,875,345, 

364,614,773,829,536,826,276,689,8883 

2180 DATA 202,788,779,712,448,945,804, 

937,10,524,537,336,721,154,514,8411 

3518 DATA 567,191,733,745,679,488,266, 

698 ,403,63, 239, 10, 902 , 737 , 770 , 7491 

4020 DATA 992,69,8,339,872,437,600,690 

,313,233,918,967,335,600,718,8091 

4160 DATA 238,831,489,423,847,593,236, 

891,158,908,79,881,869,552,566,8561 

4330 DATA 525,971,962,300,726,462,611, 

109,102,914,39,185,890,511,430,7737 

5020 DATA 7,106,57,840,33,525,139,610, 

39,69,965,515,572,788,104,5369 

5200 DATA 888,731,349,712,866,62,924,4 

31,687,468,448,771,314,818,195,8584 

6890 DATA 549,987,781,868,23,822,581,6 

36,622,786,211,452,705,203,886,9112 

7060 DATA 21,736,783,868,536,35,561,53 

4,486,750,391,824,431,894,409,8259 

7535 DATA 133,821,132,136,141,139,565, 

568 , 560, 770 , 754 , 645 , 750, 638, 763 , 7515 

7700 DATA 623,853,435,649,661,940,362, 

939,146,397,608,717,240,489,461,8520 

8125 DATA 553,613,517,752,2435 



PEEK (1798) :? " 



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GTIA Graphics 

Audio in Your Programs 

NOREM 

Graphic Violence 

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Build Your Own 400 
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Harvey Wallbanger 
Forth -Dos 
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Fine Scrolling Part 1 
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Knights and Chalices 


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PAGE 104 



ANALOG COMPUTING 



ISSUE 21 



INDEX TO ADVERTISERS 



READER 
SERVICE # 



ADVERTISER 



PAGE# 



READER 
SERVICE i 



ADVERTISER 



149 Advanced Interface 100 

151 Adventure International 103 

143 Allen Macroware 86 

124 ALOG Computing 47 

148 Alpha Systems 96 

153 ANALOG Publishing IBC 

144 Astra Systems 88 

101 Atari Inc IFC 

145 Atto-Soft 91 

117 CAR Software 24 

118 Computability 29 

130 Computer Creations 61 

116 Computer Games Plus. 23 

133 Datasoft 69 

152 Dennison Computer Supplies OBC 

138 Digital Devices 76 

126 Eastern House 56 

141 E.J.B 81 

134 Epyx, Inc 70 

146 Firstware 91 

136 Future Tech 73 

122 Gardner Computing 37 

107 Halcon Co 7 

125 Happy Computing 53 

106 Horizon Software 7 

112 Indus Systems 18 



110 Lateral Software 14 

108 Lotsa Bytes 7 

131 Lyco 65 

127 Micca Enterprises 56 

147 Micro Plus 96 

119 Mighty Byte/Spartan 30 

120 Miles Computing 31, 32, 33 

142 MSB Software 84 

132 Non-Standard Magic 68 

111 Parker Brothers 16, 17 

129 PC Gallery 58 

137 Programmers Workshop 74 

104 PS Technologies 6 

113 RAM Computer Center 20 

102 Rana Systems 2, 3 

128 Robert Jacobs 56 

123 Royal Software 40 

150 Sar-An 101 

114 Soft Sectre 23 

115 Southern Software 23 

103 Star Micronics Inc 4 

105 Superware 6 

140 Thompson Electronics 77 

139 Walling Co 77 

135 Wedgewood Rental 73 

121 Xerox/Weekly Reader 36 



This index is an additional service. While every effort is made to provide a complete and accurate listing, the publisher cannot be responsible for inadvertent errors. 



Coming 
soon in 

future 
issues 

of 

ANALOG 

Computing 




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The ANALOG Compendium is available at selected book and computer stores, or you can order it direct. Send 
a check or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. 0. Box 615, Holmes, 

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